Approved by Sweep
ADV UBERS MINI ANALYSES
Hi everyone, as you all know, the ADV Ubers analyses on the main site are incredibly out-of-date, but on the other hand, revamping the lot of them will take a lot of work and it's unlikely that such a project would garner enough support. As a compromise, I've decided to start this thread so we can have up-to-date "analyses" for the ADV Ubers metagame that has enough information for people to start playing with.
Here's how it goes. I'll order the Pokemon and sets out of viability. For each set, you will write what the set is, a few brief notes on what the set does and how to check/counter it. If you wish to add additional information, you may so, but make it succinct. A big complaint about stuff like BW or DPP analyses are that they are way too fluffy. All we need here are dot points to get immediately to the point.
The viability rankings can be seen here
Format will be:
Additional sets will just be rinse and repeat. At the end of every Pokemon, you may add additional information like "Other concepts to look into" or whatever else you feel important to include.
As for what gets included, it will be an informal discussion in terms of ADV Ubers players and a consensus be reached. I'll be the one editing the OP so I'll also have a say in stuff, obviously! Seeing as the metagame does change from time to time, we can edit these sets at will, and we won't have the kind of bureaucracy of the whole QC/GP/SCMS stuff that we need for the main site here.
I've written up the S rank Pokemon already, so if you're still confused on the format, just follow what I've done. If you disagree with anything, discuss it in a civil manner.
S:
Latios:
Latias:
Kyogre:
Groudon:
A+:
Snorlax:
Deoxys-A:
Mewtwo:
Blissey:
A:
Forretress:
Lugia:
Ho-oh:
Jirachi:
A-:
Rayquaza:
Magneton:
Regice:
Skarmory:
B+:
Gengar:
Metagross:
Steelix:
Shedinja:
Omastar:
Kabutops:
Registeel:
B:
Exeggutor:
B-:
C:
D:
Unranked:
[/hide]
ADV UBERS MINI ANALYSES
Hi everyone, as you all know, the ADV Ubers analyses on the main site are incredibly out-of-date, but on the other hand, revamping the lot of them will take a lot of work and it's unlikely that such a project would garner enough support. As a compromise, I've decided to start this thread so we can have up-to-date "analyses" for the ADV Ubers metagame that has enough information for people to start playing with.
Here's how it goes. I'll order the Pokemon and sets out of viability. For each set, you will write what the set is, a few brief notes on what the set does and how to check/counter it. If you wish to add additional information, you may so, but make it succinct. A big complaint about stuff like BW or DPP analyses are that they are way too fluffy. All we need here are dot points to get immediately to the point.
The viability rankings can be seen here
Format will be:
Set name
Pokemon @ Item
Ability: Ability
EVs: HP / Atk / Def / SpA / SpD / Spe (in that order)
Nature: Nature
- move 1
- move 2
- move 3
- move 4
Notes:
- Insert text here
Checks/counters:
- Insert text here
Pokemon @ Item
Ability: Ability
EVs: HP / Atk / Def / SpA / SpD / Spe (in that order)
Nature: Nature
- move 1
- move 2
- move 3
- move 4
Notes:
- Insert text here
Checks/counters:
- Insert text here
Additional sets will just be rinse and repeat. At the end of every Pokemon, you may add additional information like "Other concepts to look into" or whatever else you feel important to include.
As for what gets included, it will be an informal discussion in terms of ADV Ubers players and a consensus be reached. I'll be the one editing the OP so I'll also have a say in stuff, obviously! Seeing as the metagame does change from time to time, we can edit these sets at will, and we won't have the kind of bureaucracy of the whole QC/GP/SCMS stuff that we need for the main site here.
I've written up the S rank Pokemon already, so if you're still confused on the format, just follow what I've done. If you disagree with anything, discuss it in a civil manner.
S:
Roles:
- Attacker/Sweeper (more offensive inclined)
- Checks Kyogre, Groudon and most special attackers
- Attacker/Sweeper (more offensive inclined)
- Checks Kyogre, Groudon and most special attackers
Latios @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest / Timid
- Calm Mind
- Ice Beam / Dragon Claw
- Thunder / Thunderbolt
- Recover / Refresh / Hidden Power Fire
Notes:
- Standard set with best overall versatility
- Achieves excellent coverage with BoltBeam or Dragon Claw + Thunder(bolt), good longevity with Recover and can sweep with Calm Mind
- Refresh can be used to fuck over T-wavers
- Can be used as a generic lead
Checks and counters:
- Blissey
- Snorlax
- Regice
- Shedinja
- Lanturn
- Steels (watch for HP Fire in sun)
- Ho-oh in sun
- Lugia in sun
- Umbreon
- Soft checks: CB Deo-A, Mewtwo, Steelix, CB Kabu, CB Qwilfish
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest / Timid
- Calm Mind
- Ice Beam / Dragon Claw
- Thunder / Thunderbolt
- Recover / Refresh / Hidden Power Fire
Notes:
- Standard set with best overall versatility
- Achieves excellent coverage with BoltBeam or Dragon Claw + Thunder(bolt), good longevity with Recover and can sweep with Calm Mind
- Refresh can be used to fuck over T-wavers
- Can be used as a generic lead
Checks and counters:
- Blissey
- Snorlax
- Regice
- Shedinja
- Lanturn
- Steels (watch for HP Fire in sun)
- Ho-oh in sun
- Lugia in sun
- Umbreon
- Soft checks: CB Deo-A, Mewtwo, Steelix, CB Kabu, CB Qwilfish
Latios @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest / Timid
- Dragon Claw
- Thunder / Thunderbolt
- Hidden Power Fire
- Solarbeam
Notes:
- Maximum coverage while losing CM and Recover
- Best used as a lead and mid-game attacker - Solarbeam is Latios's attack vs Groudon
- Solarbeam does fail to OHKO most properly EVed lead Groudons - is there any point to this set then?
Checks and counters: Same as CM + 3
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest / Timid
- Dragon Claw
- Thunder / Thunderbolt
- Hidden Power Fire
- Solarbeam
Notes:
- Maximum coverage while losing CM and Recover
- Best used as a lead and mid-game attacker - Solarbeam is Latios's attack vs Groudon
- Solarbeam does fail to OHKO most properly EVed lead Groudons - is there any point to this set then?
Checks and counters: Same as CM + 3
Latios @ Soul Dew
Ability: Levitate
EVs: 252 Atk / 120 SpA / 136 Spe
Nature: Adamant / Jolly
- Dragon Dance
- Shadow Ball
- Hidden Power Fighting / Earthquake
- Thunder / Thunderbolt / Ice Beam
Notes:
- Physical Latios has a whole different list of counters, defeats Blissey/Snorlax and friends
- HP Fighting vs EQ is the choice between killing Blissey/Snorlax vs killing stuff like Jirachi
- Special move in last slot lets you either kill Skarmory or deal more damage to Groudon.
- Spe EVs outspeed +ve 90s
Checks/counters:
- Steels (Metagross, Jirachi, Registeel, Forretress, Skarmory) - the first 3 need to watch out for EQ, Skarmory needs to watch out for Tbolt
- Groudon - needs to watch out for Ice Beam
- Ho-oh
- Lugia
- Salamence - needs to watch out for Ice Beam
- Physically defensive Kyogre with Thunder Wave
Ability: Levitate
EVs: 252 Atk / 120 SpA / 136 Spe
Nature: Adamant / Jolly
- Dragon Dance
- Shadow Ball
- Hidden Power Fighting / Earthquake
- Thunder / Thunderbolt / Ice Beam
Notes:
- Physical Latios has a whole different list of counters, defeats Blissey/Snorlax and friends
- HP Fighting vs EQ is the choice between killing Blissey/Snorlax vs killing stuff like Jirachi
- Special move in last slot lets you either kill Skarmory or deal more damage to Groudon.
- Spe EVs outspeed +ve 90s
Checks/counters:
- Steels (Metagross, Jirachi, Registeel, Forretress, Skarmory) - the first 3 need to watch out for EQ, Skarmory needs to watch out for Tbolt
- Groudon - needs to watch out for Ice Beam
- Ho-oh
- Lugia
- Salamence - needs to watch out for Ice Beam
- Physically defensive Kyogre with Thunder Wave
- Refresh + 3 attacks lead
- CB + Trick
- Thunder Wave
- Memento
- Safeguard
- CB + Trick
- Thunder Wave
- Memento
- Safeguard
- Mono-attacker - Just use Latias
Roles:
- Attacker/Sweeper (slower and more bulky style)
- Checks Kyogre and Groudon and most special attackers
- Attacker/Sweeper (slower and more bulky style)
- Checks Kyogre and Groudon and most special attackers
Latias @ Soul Dew
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Nature: Bold
- Calm Mind
- Dragon Claw
- Refresh / Substitute
- Recover
Notes:
- Refresh defeats Seismic Toss + Toxic Blissey, while Substitute has a very good chance of defeating Calm Mind Blissey (or you can throw 20 SpD EVs and a Calm nature to totally defeat CM Blissey so that its Ice Beam never break your Subs) - Spread would be 252 HP / 236 Def / 20 SpD Calm
- Max HP / max Def+ would give you an emergency check vs SubSalac Donner, since you can live a +2 HP Ghost at full and finish off the Donner, which is also important, so pick your set and EV spread wisely
- Note about SubCM - while odds are on Latias' side vs CM Blissey, there can very well be a chance that you don't crit any of your Dragon Claws so you'd be forced to PP stall Blissey to beat (obviously you won't be able to do anything else after)
Checks/counters:
- Steels (Metagross, Jirachi with Shadow Ball, Forretress, Steelix)
- Snorlax
- Blissey (CM vs Seismic Toss/Toxic depending on the set)
- Ho-oh
- Shedinja
- Deo-A for a revenge kill if no Sub up
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Nature: Bold
- Calm Mind
- Dragon Claw
- Refresh / Substitute
- Recover
Notes:
- Refresh defeats Seismic Toss + Toxic Blissey, while Substitute has a very good chance of defeating Calm Mind Blissey (or you can throw 20 SpD EVs and a Calm nature to totally defeat CM Blissey so that its Ice Beam never break your Subs) - Spread would be 252 HP / 236 Def / 20 SpD Calm
- Max HP / max Def+ would give you an emergency check vs SubSalac Donner, since you can live a +2 HP Ghost at full and finish off the Donner, which is also important, so pick your set and EV spread wisely
- Note about SubCM - while odds are on Latias' side vs CM Blissey, there can very well be a chance that you don't crit any of your Dragon Claws so you'd be forced to PP stall Blissey to beat (obviously you won't be able to do anything else after)
Checks/counters:
- Steels (Metagross, Jirachi with Shadow Ball, Forretress, Steelix)
- Snorlax
- Blissey (CM vs Seismic Toss/Toxic depending on the set)
- Ho-oh
- Shedinja
- Deo-A for a revenge kill if no Sub up
Latias @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid / Modest
- Calm Mind
- Ice Beam / Dragon Claw
- Thunder / Thunderbolt
- Recover
Notes:
- Pretty much same as CM + Recover Latios, but a bit better for switching into Kyogre since Ice Beam doesn't do as much
Checks/Counters:
- See Latios set
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid / Modest
- Calm Mind
- Ice Beam / Dragon Claw
- Thunder / Thunderbolt
- Recover
Notes:
- Pretty much same as CM + Recover Latios, but a bit better for switching into Kyogre since Ice Beam doesn't do as much
Checks/Counters:
- See Latios set
- SpD
Roles:
- Tanky attacker
- Rain provider
- T-Wave bot
- Sweeper (SubSalac)
- Checks: Good blanket check to pretty much everything not named Lati@s or Electric attackers
- Tanky attacker
- Rain provider
- T-Wave bot
- Sweeper (SubSalac)
- Checks: Good blanket check to pretty much everything not named Lati@s or Electric attackers
Kyogre @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpA
252 HP / 4 Def / 252 SpA
Nature: Modest
- Thunder Wave
- Surf / Hydro Pump
- Ice Beam
- Calm Mind / Thunder
Notes:
- Cripples most of its switch-ins with Thunder Wave, especially Lati@s, allowing to defeat them long-term
- If using CM: Generally T-Wave the Lati@s switch-in, switch out, come back later on a safe switch, CM up and win (you 2HKO Latios regardless, while Latias MAY be able to keep up in a CM war for while until it gets full paralysed)
- If using Thunder: you still have a good chance of 2HKOing Latios on the switch or with a full para without hitting it on the switch-in, but Latias is a bit harder to take down
- 2 ways to EV - fully defensive so Kyogre is a decent check pretty much anything outside of Lati@s or Magneton/Raikou/Zapdos, while max SpA lets you muscle past Blissey that don't invest in max SpD after a boost (and kill more things)
Checks/counters:
- Blissey
- SpD Latias
- Kyogre with Thunder
- Ludicolo
- Shedinja
- Quagsire
- Lanturn
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpA
252 HP / 4 Def / 252 SpA
Nature: Modest
- Thunder Wave
- Surf / Hydro Pump
- Ice Beam
- Calm Mind / Thunder
Notes:
- Cripples most of its switch-ins with Thunder Wave, especially Lati@s, allowing to defeat them long-term
- If using CM: Generally T-Wave the Lati@s switch-in, switch out, come back later on a safe switch, CM up and win (you 2HKO Latios regardless, while Latias MAY be able to keep up in a CM war for while until it gets full paralysed)
- If using Thunder: you still have a good chance of 2HKOing Latios on the switch or with a full para without hitting it on the switch-in, but Latias is a bit harder to take down
- 2 ways to EV - fully defensive so Kyogre is a decent check pretty much anything outside of Lati@s or Magneton/Raikou/Zapdos, while max SpA lets you muscle past Blissey that don't invest in max SpD after a boost (and kill more things)
Checks/counters:
- Blissey
- SpD Latias
- Kyogre with Thunder
- Ludicolo
- Shedinja
- Quagsire
- Lanturn
Kyogre @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Nature: Modest
- Substitute
- Calm Mind
- Surf / Hydro Pump
- Ice Beam
Notes:
- Aims to defeat Blissey by using 101 HP Subs
- Otherwise functions like a regular Kyogre
Checks/counters:
- Same as T-wave + CM, but replace Blissey with Lati@s
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Nature: Modest
- Substitute
- Calm Mind
- Surf / Hydro Pump
- Ice Beam
Notes:
- Aims to defeat Blissey by using 101 HP Subs
- Otherwise functions like a regular Kyogre
Checks/counters:
- Same as T-wave + CM, but replace Blissey with Lati@s
Kyogre @ Leftovers / Lum Berry
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Nature: Modest
- Calm Mind
- Hydro Pump / Surf
- Ice Beam
- Thunder
Notes:
- Best coverage + CM
- Loses to all the standard Kyogre checks/counters apart from Kyogre itself but damn that coverage is good (also does a lot more to stuff like Ludicolo)
- Lum Berry lets you blast through Blissey
Checks/counters:
- Blissey (if no Lum)
- Lati@s
- Ludicolo
- Shedinja
- Quagsire
- Lanturn
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Nature: Modest
- Calm Mind
- Hydro Pump / Surf
- Ice Beam
- Thunder
Notes:
- Best coverage + CM
- Loses to all the standard Kyogre checks/counters apart from Kyogre itself but damn that coverage is good (also does a lot more to stuff like Ludicolo)
- Lum Berry lets you blast through Blissey
Checks/counters:
- Blissey (if no Lum)
- Lati@s
- Ludicolo
- Shedinja
- Quagsire
- Lanturn
Kyogre @ Salac Berry
Ability: Drizzle
EVs: 252 HP / 152 SpA / 104 Spe
Nature: Modest
- Substitute
- Calm Mind
- Hydro Pump / Surf
- Ice Beam
Notes:
- Same moveset as SubCM, but serves a different purpose
- 252 HP lets you may 101 HP Subs, which lets you set up more CMs to muscle past Blissey - you 2HKO with Hydro Pump at +2/+2 or with Surf at +3/+3/+1.
- More of a late game cleaner - can Sub up, CM as Lati@s breaks Sub, Ice Beam as they Thunder and fail to kill and let you activate Salac, and then kill the Lati@s, then go on to sweep with +1/+1/+1 Kyogre.
- EVs let you activate Salac at 25%, as well as outspeeding neutral base 130s and Raikou at +1.
Checks/counters:
- Basically the same as T-wave/CM
Ability: Drizzle
EVs: 252 HP / 152 SpA / 104 Spe
Nature: Modest
- Substitute
- Calm Mind
- Hydro Pump / Surf
- Ice Beam
Notes:
- Same moveset as SubCM, but serves a different purpose
- 252 HP lets you may 101 HP Subs, which lets you set up more CMs to muscle past Blissey - you 2HKO with Hydro Pump at +2/+2 or with Surf at +3/+3/+1.
- More of a late game cleaner - can Sub up, CM as Lati@s breaks Sub, Ice Beam as they Thunder and fail to kill and let you activate Salac, and then kill the Lati@s, then go on to sweep with +1/+1/+1 Kyogre.
- EVs let you activate Salac at 25%, as well as outspeeding neutral base 130s and Raikou at +1.
Checks/counters:
- Basically the same as T-wave/CM
Roles:
- Physical tank
- SD Sweeper
- Sun
- Checks: Steels not named Skarmory, physical attackers in general, Electric mons
- Physical tank
- SD Sweeper
- Sun
- Checks: Steels not named Skarmory, physical attackers in general, Electric mons
Groudon @ Salac Berry
Ability: Drought
EVs: 156 HP / 248 Atk / 104 Spe
Nature: Adamant
- Substitute
- Swords Dance
- Earthquake
- Hidden Power Ghost / Rock Slide
Notes:
- Probably one of the more dangerous sweepers
- Either Sub down to 25% then SD as they break your last Sub or SD up and Sub down on slower mons
- 104 Spe lets you outspeed neutral base 130s (96 does it too, but you need HP divisible by 4, so you may as well leave the rest in Spe) as well as Raikou at +1
- HP Ghost is best in general since Latis are more important threats, but Rock Slide is better coverage in general while hitting Ho-oh/Ray
- Need to be more careful switching this into things since it hasn't got as much bulk invested.
Checks/counters:
- Skarmory
- Rayquaza
- Ho-oh (HP Ghost)
- Lugia
- Lati@s (Rock Slide)
- Flygon
- Physically defensive Kyogre
- Groudon
- Salamence
- Exeggutor, Jumpluff
- Heracross
- Deo-A
Ability: Drought
EVs: 156 HP / 248 Atk / 104 Spe
Nature: Adamant
- Substitute
- Swords Dance
- Earthquake
- Hidden Power Ghost / Rock Slide
Notes:
- Probably one of the more dangerous sweepers
- Either Sub down to 25% then SD as they break your last Sub or SD up and Sub down on slower mons
- 104 Spe lets you outspeed neutral base 130s (96 does it too, but you need HP divisible by 4, so you may as well leave the rest in Spe) as well as Raikou at +1
- HP Ghost is best in general since Latis are more important threats, but Rock Slide is better coverage in general while hitting Ho-oh/Ray
- Need to be more careful switching this into things since it hasn't got as much bulk invested.
Checks/counters:
- Skarmory
- Rayquaza
- Ho-oh (HP Ghost)
- Lugia
- Lati@s (Rock Slide)
- Flygon
- Physically defensive Kyogre
- Groudon
- Salamence
- Exeggutor, Jumpluff
- Heracross
- Deo-A
Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 252 Atk / 4 Spe
NAture: Adamant
- Thunder Wave
- Swords Dance
- Earthquake
- Rock Slide
Notes:
- More reliable as an SD than SubSalac, allowing to play both support and attacker
- Strong physical tank that does well spreading paralysis
- Rock Slide is best all-round coverage, HP Ghost gets Latis and Double Edge hits everything, including Flygon!
- Fire Blast can hit Skarm if you're into that
Checks/counters:
- Skarmory (if lacking Fire Blast)
- Lugia (with Reflect)
- Lati@s (don't switch into T-wave or HP Ghost)
- Flygon (if lacking Double Edge)
- Physically defensive Kyogre
- Rayquaza
Ability: Drought
EVs: 252 HP / 252 Atk / 4 Spe
NAture: Adamant
- Thunder Wave
- Swords Dance
- Earthquake
- Rock Slide
Notes:
- More reliable as an SD than SubSalac, allowing to play both support and attacker
- Strong physical tank that does well spreading paralysis
- Rock Slide is best all-round coverage, HP Ghost gets Latis and Double Edge hits everything, including Flygon!
- Fire Blast can hit Skarm if you're into that
Checks/counters:
- Skarmory (if lacking Fire Blast)
- Lugia (with Reflect)
- Lati@s (don't switch into T-wave or HP Ghost)
- Flygon (if lacking Double Edge)
- Physically defensive Kyogre
- Rayquaza
Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 4 Def / 252 SpD
Nature: Careful
- Thunder Wave / Toxic
- Earthquake
- Rock Slide / Toxic
- Roar / Flamethrower
Notes:
- Good to lead with so you can get sun up, and T-Wave any Lati@s leads that you see (you can survive anything they use)
- Can use as a physically defensive Pokemon if you so desire but then don't lead with it
- Toxic is good with Flamethrower because nothing that is immune to Toxic like EQ and Flamethrower
Checks/counters:
- Lugia (avoid Toxic)
- Skarmory (if no Flamethrower)
- Lati@s (you'll get T-Waved though)
- Kyogre
- Groudon
- Flygon
Ability: Drought
EVs: 252 HP / 4 Def / 252 SpD
Nature: Careful
- Thunder Wave / Toxic
- Earthquake
- Rock Slide / Toxic
- Roar / Flamethrower
Notes:
- Good to lead with so you can get sun up, and T-Wave any Lati@s leads that you see (you can survive anything they use)
- Can use as a physically defensive Pokemon if you so desire but then don't lead with it
- Toxic is good with Flamethrower because nothing that is immune to Toxic like EQ and Flamethrower
Checks/counters:
- Lugia (avoid Toxic)
- Skarmory (if no Flamethrower)
- Lati@s (you'll get T-Waved though)
- Kyogre
- Groudon
- Flygon
Groudon @ Choice Band
Ability: Drought
EVs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant
- Earthquake
- Rock Slide
- Hidden Power Bug
- Double Edge / Fire Blast / Toxic
Notes:
- Strong attacker, but needs good prediction
- HP Bug is best since you can hit everything you need with HP Ghost with Rock Slide already, apart from Lati@s, which you still hit with HP Bug. HP Bug then gets Grass-types, which is good
- Double Edge is best last move since it hits most things really hard, and apart from Skarm, nothing that can switch into Double Edge can take EQ.
- Overheat wrecks Skarm
- Toxic lures in shit like Lugia and laughs at it
Checks/counters:
- Skarmory (if no Overheat)
- Flygon (if no Double Edge)
- Lugia
- Lati@s
- Salamence
- Ray
Ability: Drought
EVs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant
- Earthquake
- Rock Slide
- Hidden Power Bug
- Double Edge / Fire Blast / Toxic
Notes:
- Strong attacker, but needs good prediction
- HP Bug is best since you can hit everything you need with HP Ghost with Rock Slide already, apart from Lati@s, which you still hit with HP Bug. HP Bug then gets Grass-types, which is good
- Double Edge is best last move since it hits most things really hard, and apart from Skarm, nothing that can switch into Double Edge can take EQ.
- Overheat wrecks Skarm
- Toxic lures in shit like Lugia and laughs at it
Checks/counters:
- Skarmory (if no Overheat)
- Flygon (if no Double Edge)
- Lugia
- Lati@s
- Salamence
- Ray
- Body Slam
A+:
Roles:
- Special tank
- Curse
- Checks: Special attackers not named Kyogre
- Special tank
- Curse
- Checks: Special attackers not named Kyogre
Snorlax @ Choice Band / Leftovers
Ability: Thick Fat
EVs: 80 HP / 252 Atk / 176 SpD
Nature: Adamant
- Body Slam / Return
- Selfdestruct
- Earthquake
- Shadow Ball / Fire Blast
Notes:
- Best offensive special tank in the metagame
- Body Slam is preferred because of awesome paralysis chance, and ADV games are long enough that it's probably going to count
- Return is perfectly fine if you want to hit hard too
- Boom kills almost everything except like Skarm and Gengar and Steelix
- Choice Band vs Leftovers depending on your team - if your team is a bit slower, pick Leftovers for the longevity, if you're more offensively based or have a decent secondary Lati check, use CB
Checks/counters:
- Steels (watch out for EQ or Fire Blast in sun)
- Regirock
- Groudon
- Bulky Salamence
- Dusclops
Ability: Thick Fat
EVs: 80 HP / 252 Atk / 176 SpD
Nature: Adamant
- Body Slam / Return
- Selfdestruct
- Earthquake
- Shadow Ball / Fire Blast
Notes:
- Best offensive special tank in the metagame
- Body Slam is preferred because of awesome paralysis chance, and ADV games are long enough that it's probably going to count
- Return is perfectly fine if you want to hit hard too
- Boom kills almost everything except like Skarm and Gengar and Steelix
- Choice Band vs Leftovers depending on your team - if your team is a bit slower, pick Leftovers for the longevity, if you're more offensively based or have a decent secondary Lati check, use CB
Checks/counters:
- Steels (watch out for EQ or Fire Blast in sun)
- Regirock
- Groudon
- Bulky Salamence
- Dusclops
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Def / 252 SpD
Nature: Careful
- Curse
- Rest
- Sleep Talk
- Body Slam
Notes:
- Pretty self-explanatory, just make you don't forget about the gen 3 sleep mechanics
- Good for slower teams that need a sturdy Lati@s check but also need a win condition
Checks/counters:
- Steels
- Groudon
- Kyogre (3HKOs with Surf)
- Fighters
Ability: Thick Fat
EVs: 248 HP / 8 Def / 252 SpD
Nature: Careful
- Curse
- Rest
- Sleep Talk
- Body Slam
Notes:
- Pretty self-explanatory, just make you don't forget about the gen 3 sleep mechanics
- Good for slower teams that need a sturdy Lati@s check but also need a win condition
Checks/counters:
- Steels
- Groudon
- Kyogre (3HKOs with Surf)
- Fighters
Snorlax @ Chesto Berry
Ability: Thick Fat
EVs: 80 HP / 252 Atk / 176 SpD
Nature: Adamant
- Body Slam
- Selfdestruct
- Earthquake / Fire Blast
- Rest
Notes:
- Kind of like the first set, but gives Snorlax some more longevity
- Again, for slower teams that need a more sturdy Lati@s check
Checks counters:
- Same as others
Ability: Thick Fat
EVs: 80 HP / 252 Atk / 176 SpD
Nature: Adamant
- Body Slam
- Selfdestruct
- Earthquake / Fire Blast
- Rest
Notes:
- Kind of like the first set, but gives Snorlax some more longevity
- Again, for slower teams that need a more sturdy Lati@s check
Checks counters:
- Same as others
Snorlax @ Leftovers
Ability: Immunity
EVs: 80 HP / 252 Atk / 176 SpD
Nature: Adamant
- Curse
- Protect
- Body Slam
- Shadow Ball
Notes:
- Kind of compresses the mono-Attacking Curselax with standard tank set
- Protect lets you get Leftovers recovery and scouts shit like CB Metagross (and protect yourself from exploding mons)
- Immunity is used to prevent Toxic from wearing you down
- Shadow Ball lets you hit Gengar so you're not totally walled
Checks/counters:
- Same as others
Ability: Immunity
EVs: 80 HP / 252 Atk / 176 SpD
Nature: Adamant
- Curse
- Protect
- Body Slam
- Shadow Ball
Notes:
- Kind of compresses the mono-Attacking Curselax with standard tank set
- Protect lets you get Leftovers recovery and scouts shit like CB Metagross (and protect yourself from exploding mons)
- Immunity is used to prevent Toxic from wearing you down
- Shadow Ball lets you hit Gengar so you're not totally walled
Checks/counters:
- Same as others
Roles:
- Strong and fast af
- Best cleaner ever
- Checks: Lati@s (revenge kill with CB), otherwise not very much at all
- Strong and fast af
- Best cleaner ever
- Checks: Lati@s (revenge kill with CB), otherwise not very much at all
Deoxys-Attack @ Choice Band
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant / Jolly
- Extreme Speed
- Shadow Ball
- Superpower
- Double-Edge
Notes:
- Spread is self-explanatory
- Extreme Speed is for Rayquaza, opposing Deo-A, weather sweepers, and the odd +1 setup Pokemon
- Shadow Ball is for maximum damage against Lati and Mewtwo, and hits Shedinja
- Superpower is to blow through Snorlax, Tyranitar, Umbreon, Regice, Rock-types, and Steel-types
- Double-Edge has maximum damage output against mostly everything else
Checks and Counters:
- Pursuit
- Defensive Kyogre
- Bulky Groudon
- Jirachi
- Salamence
- Skarmory
- Extreme Speed
- Ghost + Normal-type squads
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant / Jolly
- Extreme Speed
- Shadow Ball
- Superpower
- Double-Edge
Notes:
- Spread is self-explanatory
- Extreme Speed is for Rayquaza, opposing Deo-A, weather sweepers, and the odd +1 setup Pokemon
- Shadow Ball is for maximum damage against Lati and Mewtwo, and hits Shedinja
- Superpower is to blow through Snorlax, Tyranitar, Umbreon, Regice, Rock-types, and Steel-types
- Double-Edge has maximum damage output against mostly everything else
Checks and Counters:
- Pursuit
- Defensive Kyogre
- Bulky Groudon
- Jirachi
- Salamence
- Skarmory
- Extreme Speed
- Ghost + Normal-type squads
Deoxys-Attack @ Petaya Berry
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Nature: Mild
IVs: 30 HP
- Substitute
- Superpower
- Ice Beam
- Thunder
Notes:
- Spread is self-explanatory, except 30 HP IVs are used so that Petaya activates on the 3rd Substitute
- The Spread also wants a SpA+ Nature because it gives the best chance at OHKOing Lati at +1
- Substitute is used to ease prediction when forcing a switch, and is used to activate Petaya
- Superpower breaks several Pokemon that would otherwise wall this set such as Blissey, Snorlax, Tyranitar, Umbreon, and Regice
- Boltbeam is superior coverage, Thunder is used of Thunderbolt as you miss critical damage outputs on Ho-Oh, Kyogre, and some other Pokemon without it
Checks and Counters:
- Shedinja
- Bulky Latias
- Jirachi
- Swampert
- Extreme Speed
- Anything with 399 Speed or higher
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Nature: Mild
IVs: 30 HP
- Substitute
- Superpower
- Ice Beam
- Thunder
Notes:
- Spread is self-explanatory, except 30 HP IVs are used so that Petaya activates on the 3rd Substitute
- The Spread also wants a SpA+ Nature because it gives the best chance at OHKOing Lati at +1
- Substitute is used to ease prediction when forcing a switch, and is used to activate Petaya
- Superpower breaks several Pokemon that would otherwise wall this set such as Blissey, Snorlax, Tyranitar, Umbreon, and Regice
- Boltbeam is superior coverage, Thunder is used of Thunderbolt as you miss critical damage outputs on Ho-Oh, Kyogre, and some other Pokemon without it
Checks and Counters:
- Shedinja
- Bulky Latias
- Jirachi
- Swampert
- Extreme Speed
- Anything with 399 Speed or higher
Deoxys-Attack @ Spell Tag
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Nature: Lonely / Hasty
- Extreme Speed
- Shadow Ball
- Superpower
- Double-Edge / Fire Punch
Notes:
- Spread is basically the same as CB, but Spell Tag is used to potentially bluff being locked into a move
- Extreme Speed is for Rayquaza, opposing Deo-A, weather sweepers, and the odd +1 setup Pokemon
- Shadow Ball is for maximum damage against Lati and Mewtwo, and hits Shedinja
- Superpower hits Snorlax, Tyranitar, Umbreon, Regice, Rock-types, and Steel-types
- Double-Edge has maximum damage output against mostly everything else
- Fire Punch can be used to destroy Forretress and hit Skarmory hard
Checks and Counters:
- Defensive Kyogre
- Bulky Groudon
- Jirachi
- Salamence
- Most other Pokemon with solid physical bulk
- Extreme Speed
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Nature: Lonely / Hasty
- Extreme Speed
- Shadow Ball
- Superpower
- Double-Edge / Fire Punch
Notes:
- Spread is basically the same as CB, but Spell Tag is used to potentially bluff being locked into a move
- Extreme Speed is for Rayquaza, opposing Deo-A, weather sweepers, and the odd +1 setup Pokemon
- Shadow Ball is for maximum damage against Lati and Mewtwo, and hits Shedinja
- Superpower hits Snorlax, Tyranitar, Umbreon, Regice, Rock-types, and Steel-types
- Double-Edge has maximum damage output against mostly everything else
- Fire Punch can be used to destroy Forretress and hit Skarmory hard
Checks and Counters:
- Defensive Kyogre
- Bulky Groudon
- Jirachi
- Salamence
- Most other Pokemon with solid physical bulk
- Extreme Speed
Roles:
- Attacker/cleaner
- Basically Deo-A with slightly less power (and doesn't usually go physical) but isn't anywhere near as easily killed
- Checks: Not much specifically, but you can always have a fast boom on problematic things
- Attacker/cleaner
- Basically Deo-A with slightly less power (and doesn't usually go physical) but isn't anywhere near as easily killed
- Checks: Not much specifically, but you can always have a fast boom on problematic things
Mewtwo @ Lum Berry
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Nature: Mild / Hasty
- Ice Beam
- Thunderbolt / Thunder
- Taunt / Fire Blast
- Selfdestruct
Notes:
- Very good lead that pressures pretty much everything
- Defeats Lati@s and Groudon with Ice Beam - you survive everything Lati@s throws at you while you waste Thunder Wave Groudon via Lum Berry
- You lose to Hydro Pump Kyogre leads, as well as the less common CB Ho-oh, Snorlax and Slaking leads. In these circumstances you can switch to your counter or blow up on them.
- You can always bring this Mewtwo back in mid-game to try and blow up on something or even clean late-game, so keep that in mind before blowing up turn 1.
Checks/Counters:
- Kyogre
- Ho-oh
- Snorlax
- Metagross (if no Fire Blast)
- Shedinja (if no Fire Blast)
- CB Deo-A
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Nature: Mild / Hasty
- Ice Beam
- Thunderbolt / Thunder
- Taunt / Fire Blast
- Selfdestruct
Notes:
- Very good lead that pressures pretty much everything
- Defeats Lati@s and Groudon with Ice Beam - you survive everything Lati@s throws at you while you waste Thunder Wave Groudon via Lum Berry
- You lose to Hydro Pump Kyogre leads, as well as the less common CB Ho-oh, Snorlax and Slaking leads. In these circumstances you can switch to your counter or blow up on them.
- You can always bring this Mewtwo back in mid-game to try and blow up on something or even clean late-game, so keep that in mind before blowing up turn 1.
Checks/Counters:
- Kyogre
- Ho-oh
- Snorlax
- Metagross (if no Fire Blast)
- Shedinja (if no Fire Blast)
- CB Deo-A
Mewtwo @ Lum Berry / Leftovers
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Nature: Mild / Modest
- Calm Mind
- Ice Beam
- Thunder / Thunderbolt
- Selfdestruct / Fire Blast
Notes:
- High Speed + high SpA + good bulk makes Mewtwo a very good Calm Mind user
- Very hard to wall and needs good pivoting to checks
Checks/Counters:
- Ho-oh in sun (Fire Blast variants)
- Shedinja (Boom variants)
- Blissey (Fire Blast variants)
- Snorlax (Fire Blast variants)
- Regice in rain (Fire Blast variants)
- CB Deo-A
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Nature: Mild / Modest
- Calm Mind
- Ice Beam
- Thunder / Thunderbolt
- Selfdestruct / Fire Blast
Notes:
- High Speed + high SpA + good bulk makes Mewtwo a very good Calm Mind user
- Very hard to wall and needs good pivoting to checks
Checks/Counters:
- Ho-oh in sun (Fire Blast variants)
- Shedinja (Boom variants)
- Blissey (Fire Blast variants)
- Snorlax (Fire Blast variants)
- Regice in rain (Fire Blast variants)
- CB Deo-A
Mewtwo @ Leftovers
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Nature: Hasty
- Substitute
- Focus Punch
- Ice Beam
- Thunder / Thunderbolt
Notes:
- Lets you avoid status and destroy Blissey
- Boltbeam rounds out coverage
- Can also lead with this - can Sub on T-waves which could be fun. Can also stall out Hydro Pump Kyogres.
Checks/Counters:
- Same as 4 attacks variant
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Nature: Hasty
- Substitute
- Focus Punch
- Ice Beam
- Thunder / Thunderbolt
Notes:
- Lets you avoid status and destroy Blissey
- Boltbeam rounds out coverage
- Can also lead with this - can Sub on T-waves which could be fun. Can also stall out Hydro Pump Kyogres.
Checks/Counters:
- Same as 4 attacks variant
Mewtwo @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant
- Bulk Up
- Shadow Ball
- Brick Break
- Selfdestruct / Recover
Notes:
- Changes things up
- Sort of weak, although seeing as how a lot of Ubers are Psychics, +1 Shadow Ball smacks them pretty hard
- +1 Boom is always fun
Checks/Counters:
- Groudon
- Kyogre
- Ho-oh
- Steels
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant
- Bulk Up
- Shadow Ball
- Brick Break
- Selfdestruct / Recover
Notes:
- Changes things up
- Sort of weak, although seeing as how a lot of Ubers are Psychics, +1 Shadow Ball smacks them pretty hard
- +1 Boom is always fun
Checks/Counters:
- Groudon
- Kyogre
- Ho-oh
- Steels
Other concepts to look into:
- Choice Band
- SubCM
- Psych Up
- Choice Band
- SubCM
- Psych Up
Blissey @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Nature: Calm
- Softboiled
- Aromatherapy
- Seismic Toss / Icy Wind
- Toxic
Notes:
- Standard special wall - beats most special attackers in the tier
- Lets you act as a cleric but loses ability to pass Wish
- DOES lose to things like Refresh Lati@s, Rest CM Kyogre and 101 HP SubCM users, so make sure you are aware of those limitations
- Toxic is your main way of damage, and Seismic Toss can be used to break Subs
Checks/counters:
- Steels
- Groudon
- Choice Banders
- Deo-A
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Nature: Calm
- Softboiled
- Aromatherapy
- Seismic Toss / Icy Wind
- Toxic
Notes:
- Standard special wall - beats most special attackers in the tier
- Lets you act as a cleric but loses ability to pass Wish
- DOES lose to things like Refresh Lati@s, Rest CM Kyogre and 101 HP SubCM users, so make sure you are aware of those limitations
- Toxic is your main way of damage, and Seismic Toss can be used to break Subs
Checks/counters:
- Steels
- Groudon
- Choice Banders
- Deo-A
Blissey @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Nature: Calm
- Wish
- Protect
- Seismic Toss / Icy Wind
- Toxic
Notes:
- Wish Passer, but loses ability to use Aromatherapy (Wish and Aroma are illegal together in ADV Ubers IIRC)
- Otherwise functions just like standard wall
Checks/counters:
- Same as standard wall
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Nature: Calm
- Wish
- Protect
- Seismic Toss / Icy Wind
- Toxic
Notes:
- Wish Passer, but loses ability to use Aromatherapy (Wish and Aroma are illegal together in ADV Ubers IIRC)
- Otherwise functions just like standard wall
Checks/counters:
- Same as standard wall
Blissey @ Leftovers
Ability: Natural Cure / Serene Grace
EVs: 4 Def / 252 SpA / 252 SpD
Nature: Modest
- Calm Mind
- Ice Beam
- Thunder / Thunderbolt
- Softboiled
Notes:
- Attacking Blissey does well enough as it allows you to CM alongside special attackers that might have a way to sidestep Seismic Toss + Toxic (eg SubCM Kyogre, Refresh CM Lati@s)
- Loses to SubCM Lati@s though! Keep that in mind
- BoltBeam is strong coverage
Checks/counters:
- Snorlax
- Opposing Blissey
- SubCM Lati@s
- Groudon
- Shedinja
- Metagross, Steelix
- Choice Banders
Ability: Natural Cure / Serene Grace
EVs: 4 Def / 252 SpA / 252 SpD
Nature: Modest
- Calm Mind
- Ice Beam
- Thunder / Thunderbolt
- Softboiled
Notes:
- Attacking Blissey does well enough as it allows you to CM alongside special attackers that might have a way to sidestep Seismic Toss + Toxic (eg SubCM Kyogre, Refresh CM Lati@s)
- Loses to SubCM Lati@s though! Keep that in mind
- BoltBeam is strong coverage
Checks/counters:
- Snorlax
- Opposing Blissey
- SubCM Lati@s
- Groudon
- Shedinja
- Metagross, Steelix
- Choice Banders
A:
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Nature: Careful / Sassy
- Rapid Spin
- Spikes
- Explosion
- Hidden Power Ghost / Hidden Power Bug / Hidden Power Fire
Notes:
- Best spinner in gen 3
- Probably best Spiker too
- HP Ghost hits Gengar pretty hard and kills Shedinja, but HP Fire lets you beat other Forrys
Checks/counters:
- Magneton
- Ho-oh
- Gengar
- Kyogre
- Other Ghosts (Dusclops/Banette)
- Most things don't mind taking its attacks, but does not stop it Spiking or Spinning
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Nature: Careful / Sassy
- Rapid Spin
- Spikes
- Explosion
- Hidden Power Ghost / Hidden Power Bug / Hidden Power Fire
Notes:
- Best spinner in gen 3
- Probably best Spiker too
- HP Ghost hits Gengar pretty hard and kills Shedinja, but HP Fire lets you beat other Forrys
Checks/counters:
- Magneton
- Ho-oh
- Gengar
- Kyogre
- Other Ghosts (Dusclops/Banette)
- Most things don't mind taking its attacks, but does not stop it Spiking or Spinning
- Earthquake
Lugia @ Choice Band
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant / Jolly
- Aeroblast
- Shadow Ball
- Earthquake
- Ice Beam / Whirlwind
Notes:
- Strong bird
- Aeroblast is a nice strong spammable STAB
- Can lead with this thing since you don't really lose to any of the leads - you'll get T-waved by Groudon, but you'd have done quite a bit of damage already
- Last slot is filler - Ice Beam lets you kill Ray, while if you don't need to check such a shit Pokemon that is Rayquaza. Whirlwind lets you clutch phaze things.
Checks/counters:
- Skarmory
- Other Steels, but need to watch out for EQ
- Regirock
- Zapdos
- Aerodactyl
- Raikou, but need to watch out for EQ
- Defensive Kyogre
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant / Jolly
- Aeroblast
- Shadow Ball
- Earthquake
- Ice Beam / Whirlwind
Notes:
- Strong bird
- Aeroblast is a nice strong spammable STAB
- Can lead with this thing since you don't really lose to any of the leads - you'll get T-waved by Groudon, but you'd have done quite a bit of damage already
- Last slot is filler - Ice Beam lets you kill Ray, while if you don't need to check such a shit Pokemon that is Rayquaza. Whirlwind lets you clutch phaze things.
Checks/counters:
- Skarmory
- Other Steels, but need to watch out for EQ
- Regirock
- Zapdos
- Aerodactyl
- Raikou, but need to watch out for EQ
- Defensive Kyogre
Lugia @ Leftovers
Ability: Pressure
EVs: 252 HP / 176 Def / 80 SpD
Nature: Bold
- Reflect / Toxic
- Ice Beam
- Whirlwind
- Recover
Notes:
- Standard defensive Lugia similar to later gens
- Reflect and Whirlwind stop most physical attackers, while Ice Beam deals damage to most of them (Groudon, shitmon Ray, etc)
- Toxic can go over Reflect if you so desires
Checks/counters:
- TOXIC
- Steels
- Magneton / Raikou / Zapdos
- Kyogre
Ability: Pressure
EVs: 252 HP / 176 Def / 80 SpD
Nature: Bold
- Reflect / Toxic
- Ice Beam
- Whirlwind
- Recover
Notes:
- Standard defensive Lugia similar to later gens
- Reflect and Whirlwind stop most physical attackers, while Ice Beam deals damage to most of them (Groudon, shitmon Ray, etc)
- Toxic can go over Reflect if you so desires
Checks/counters:
- TOXIC
- Steels
- Magneton / Raikou / Zapdos
- Kyogre
- Calm Mind
Ho-oh @ Choice Band
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant
- Double Edge / Hidden Power Flying
- Shadow Ball
- Earthquake
- Sacred Fire
Notes:
- Strong Pokemon
- Double Edge does a lot of damage to common Ho-oh switch-ins (eg Kyogre), HP Flying lets you not kill yourself too quickly
- Shadow Ball specifically for Lati@s and Lugia
- Sacred Fire and EQ discourage Steels from switching in
- Feel free to run more Speed to creep.
Checks/counters:
- Defensive Kyogre
- Regirock
- Lugia
- Groudon
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant
- Double Edge / Hidden Power Flying
- Shadow Ball
- Earthquake
- Sacred Fire
Notes:
- Strong Pokemon
- Double Edge does a lot of damage to common Ho-oh switch-ins (eg Kyogre), HP Flying lets you not kill yourself too quickly
- Shadow Ball specifically for Lati@s and Lugia
- Sacred Fire and EQ discourage Steels from switching in
- Feel free to run more Speed to creep.
Checks/counters:
- Defensive Kyogre
- Regirock
- Lugia
- Groudon
Ho-oh @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest / Mild
- Calm Mind
- Sacred Fire
- Thunder / Thunderbolt
- Recover / Shadow Ball
Notes:
- Since Sacred Fire is special in gen 3, you can use a CM set with it
- Boosts your SpD while burning shit, which is nice
- Thunder is specifically for Kyogre
- Shadow Ball is so you're not walled to hell and back by Lati@s
Checks/counters:
- Lati@s (if lacking Shadow Ball)
- Regirock
- Kyogre
- Defensive Ho-oh
- Rayquaza
- Kabutops/Omastar in rain
- Aerodactyl
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest / Mild
- Calm Mind
- Sacred Fire
- Thunder / Thunderbolt
- Recover / Shadow Ball
Notes:
- Since Sacred Fire is special in gen 3, you can use a CM set with it
- Boosts your SpD while burning shit, which is nice
- Thunder is specifically for Kyogre
- Shadow Ball is so you're not walled to hell and back by Lati@s
Checks/counters:
- Lati@s (if lacking Shadow Ball)
- Regirock
- Kyogre
- Defensive Ho-oh
- Rayquaza
- Kabutops/Omastar in rain
- Aerodactyl
Ho-oh @ Leftovers
Ability: Pressure
EVs: 252 HP / 156 Atk / 100 SpD
Nature: Careful
- Shadow Ball
- Sacred Fire
- Recover
- Toxic / Whirlwind
Notes:
- See WreckDra's post
Checks/counters:
- See WreckDra's post
Ability: Pressure
EVs: 252 HP / 156 Atk / 100 SpD
Nature: Careful
- Shadow Ball
- Sacred Fire
- Recover
- Toxic / Whirlwind
Notes:
- See WreckDra's post
Checks/counters:
- See WreckDra's post
Ho-oh @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpA / 252 Spe OR 252 HP / 156 Def / 100 SpD
Nature: Timid / Calm
- Substitute
- Recover
- Flamethrower
- Toxic
Notes:
- Fun set if you have Spikes up - Toxic everything and just Sub stall them out
- Fire move discourages Steel types from taking Toxic
- Flamethrower is used over Sacred Fire because 1) it messes with Toxic and 2) it has more PP, which you need if you want to stall with Pressure
Checks/counters:
- Rest Kyogre
- Refresh Lati@s
- Blissey
- Kabutops/Omastar in rain
Ability: Pressure
EVs: 252 HP / 4 SpA / 252 Spe OR 252 HP / 156 Def / 100 SpD
Nature: Timid / Calm
- Substitute
- Recover
- Flamethrower
- Toxic
Notes:
- Fun set if you have Spikes up - Toxic everything and just Sub stall them out
- Fire move discourages Steel types from taking Toxic
- Flamethrower is used over Sacred Fire because 1) it messes with Toxic and 2) it has more PP, which you need if you want to stall with Pressure
Checks/counters:
- Rest Kyogre
- Refresh Lati@s
- Blissey
- Kabutops/Omastar in rain
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpD / 4 Spe
Nature: Careful
- Wish
- Protect
- Body Slam / Thunder Wave
- Shadow Ball
Notes:
- Lati@s check
- Body Slam lets you paralyse shit, especially Groudon, but Thunder Wave may be more reliable
- Wish passing is always good
- Shadow Ball damages Lati@s
Checks/counters:
- Magneton
- Groudon
- Blissey
- Kyogre
- Ho-oh
- Other Steels, especially Spikers
- Tyranitar
Ability: Serene Grace
EVs: 252 HP / 252 SpD / 4 Spe
Nature: Careful
- Wish
- Protect
- Body Slam / Thunder Wave
- Shadow Ball
Notes:
- Lati@s check
- Body Slam lets you paralyse shit, especially Groudon, but Thunder Wave may be more reliable
- Wish passing is always good
- Shadow Ball damages Lati@s
Checks/counters:
- Magneton
- Groudon
- Blissey
- Kyogre
- Ho-oh
- Other Steels, especially Spikers
- Tyranitar
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpD / 4 Spe
Nature: Calm
- Calm Mind
- Ice Punch
- Thunder
- Wish
Notes:
- Calm Mind user that beats Blissey (non-CM) and can sort of beat Lati@s but not really
- Wish for longevity
- Should use in rain so you can get freezes on Lati@s, otherwise in sun you're doing seriously jack shit vs them if you're both at +6 and you'll just get stalled out
Checks/counters:
- Snorlax
- SubCM Lati@s
- Metagross
- Ho-oh
- Shedinja
- Magneton with Metal Sound
Ability: Serene Grace
EVs: 252 HP / 252 SpD / 4 Spe
Nature: Calm
- Calm Mind
- Ice Punch
- Thunder
- Wish
Notes:
- Calm Mind user that beats Blissey (non-CM) and can sort of beat Lati@s but not really
- Wish for longevity
- Should use in rain so you can get freezes on Lati@s, otherwise in sun you're doing seriously jack shit vs them if you're both at +6 and you'll just get stalled out
Checks/counters:
- Snorlax
- SubCM Lati@s
- Metagross
- Ho-oh
- Shedinja
- Magneton with Metal Sound
A-:
Rayquaza @ Choice Band
Ability: Air Lock
EVs: 40 HP / 252 Atk / 216 Spe
Nature: Adamant
- Double Edge
- Earthquake
- Extremespeed
- Rock Slide / Overheat
Notes:
- Probably the best set
- CB Double Edges are quite strong, while ES picks off a lot of weakened things
- Rock Slide hits Ho-oh and Lugia harder, but Overheat can catch out Skarm
Checks/counters:
- Regirock
- Skarmory (watch out for Overheat)
- Groudon
- Lugia
- Steels (watch out for EQ and Overheat)
- Gengar can switch into 3/4 moves so it's not a bad switch-in.
Ability: Air Lock
EVs: 40 HP / 252 Atk / 216 Spe
Nature: Adamant
- Double Edge
- Earthquake
- Extremespeed
- Rock Slide / Overheat
Notes:
- Probably the best set
- CB Double Edges are quite strong, while ES picks off a lot of weakened things
- Rock Slide hits Ho-oh and Lugia harder, but Overheat can catch out Skarm
Checks/counters:
- Regirock
- Skarmory (watch out for Overheat)
- Groudon
- Lugia
- Steels (watch out for EQ and Overheat)
- Gengar can switch into 3/4 moves so it's not a bad switch-in.
Rayquaza @ Lum Berry / Nevermeltice
Ability: Air Lock
EVs: 40 Atk / 252 SpA / 216 Spe
Nature: Mild
- Ice Beam
- Thunderbolt
- Extremespeed
- Brick Break / Fire Blast / Rock Slide
Notes:
- Beats Groudon if they're not at +2 already and have Rock Slide - Ice Beam can 2HKO and Thunder Wave is neutered by Lum Berry.
- BoltBeam is good coverage but quite weak, especially when Thunderbolt is only doing like 35% to max HP Kyogres, and Lati@s can set up on your puny Ice Beams unless you get lucky and freeze them
- ES can pick off Deo-A's and that's about it - you only do like 15% to SubSalac Donners so have fun with that
- Basically, the main niche is anti-Groudon, anti-Swift Swimmer/Chlorophyll and anti-Deo-A. If that's what you need, then use this. Good for rain based teams that need a glue check for those three things.
Checks/counters:
- You'd be hard pressed to 2HKO any of the following:
- Lati@s
- Kyogre
- Regirock
- Regice
- Mewtwo
- Lugia
- Steels (if not running Fire Blast)
- Tyranitar (if not running Brick Break)
Ability: Air Lock
EVs: 40 Atk / 252 SpA / 216 Spe
Nature: Mild
- Ice Beam
- Thunderbolt
- Extremespeed
- Brick Break / Fire Blast / Rock Slide
Notes:
- Beats Groudon if they're not at +2 already and have Rock Slide - Ice Beam can 2HKO and Thunder Wave is neutered by Lum Berry.
- BoltBeam is good coverage but quite weak, especially when Thunderbolt is only doing like 35% to max HP Kyogres, and Lati@s can set up on your puny Ice Beams unless you get lucky and freeze them
- ES can pick off Deo-A's and that's about it - you only do like 15% to SubSalac Donners so have fun with that
- Basically, the main niche is anti-Groudon, anti-Swift Swimmer/Chlorophyll and anti-Deo-A. If that's what you need, then use this. Good for rain based teams that need a glue check for those three things.
Checks/counters:
- You'd be hard pressed to 2HKO any of the following:
- Lati@s
- Kyogre
- Regirock
- Regice
- Mewtwo
- Lugia
- Steels (if not running Fire Blast)
- Tyranitar (if not running Brick Break)
Rayquaza @ Sharp Beak / Silk Scarf
Ability: Air Lock
EVs: 40 HP / 252 Atk / 216 Spe
Nature: Adamant
- Dragon Dance
- Hidden Power Flying / Double Edge
- Earthquake
- Extremespeed
Notes:
- This can't actually kill much unless they're weakened first, so you should pretty much only use this late game when shit has been weakened first, or to revenge shit like Deo-A
- Double Edge is stronger which is what Ray needs, but you're totally walled by Gengar, so HP Flying is probably still better as your main STAB
- Why the fuck does this not have SD
Checks/counters:
- Lugia
- Regirock
- Defensive Kyogre
- Aerodactyl
- Zapdos (loses to Double Edge)
Ability: Air Lock
EVs: 40 HP / 252 Atk / 216 Spe
Nature: Adamant
- Dragon Dance
- Hidden Power Flying / Double Edge
- Earthquake
- Extremespeed
Notes:
- This can't actually kill much unless they're weakened first, so you should pretty much only use this late game when shit has been weakened first, or to revenge shit like Deo-A
- Double Edge is stronger which is what Ray needs, but you're totally walled by Gengar, so HP Flying is probably still better as your main STAB
- Why the fuck does this not have SD
Checks/counters:
- Lugia
- Regirock
- Defensive Kyogre
- Aerodactyl
- Zapdos (loses to Double Edge)
Magneton @ Magnet / Leftovers
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest / Timid
- Thunder / Thunderbolt
- Hidden Power Ice / Hidden Power Fire
- Toxic / Thunder Wave
- Metal Sound
Notes:
- Standard Magneton that traps most of your Steels
- Only problems might be Metagross or Steelix since you need it weakened first (or you trap a CB variant) - or you can just Thunder/HP Fire it for a shit ton of damage so your Lati@s can clean it later
- Thunder/HP Ice is better for rain teams and in general, but if your team is more Groudon based, use T-bolt and HP Fire.
- Metal Sound lets you take on CM Jirachi - don't be surprised if the piece of shit misses though!
Checks/counters:
- Groudon
- Blissey
- Snorlax
- Refresh Lati@s
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest / Timid
- Thunder / Thunderbolt
- Hidden Power Ice / Hidden Power Fire
- Toxic / Thunder Wave
- Metal Sound
Notes:
- Standard Magneton that traps most of your Steels
- Only problems might be Metagross or Steelix since you need it weakened first (or you trap a CB variant) - or you can just Thunder/HP Fire it for a shit ton of damage so your Lati@s can clean it later
- Thunder/HP Ice is better for rain teams and in general, but if your team is more Groudon based, use T-bolt and HP Fire.
- Metal Sound lets you take on CM Jirachi - don't be surprised if the piece of shit misses though!
Checks/counters:
- Groudon
- Blissey
- Snorlax
- Refresh Lati@s
Regice @ Leftovers
Ability: Clear Body
EVs: 252 HP / 120 Atk / 132 SpA
Nature: Sassy
- Ice Beam
- Thunder / Thunderbolt
- Psych Up
- Explosion / Rest / Toxic
Notes:
- Basically like a special Snorlax, which automatically makes it less effective since you rely on other methods to kill your main things you want to counter - namely Lati@s
- That said, this is a pretty damn good Lati@s check - between Psych Up, Ice Beam and Toxic, most Lati@s cannot beat you without a crit (probably the only one would be like DD Latios)
- Explosion if you want to blow a 60% hole in Blissey for something to take out
- BoltBeam coverage is good
Checks/counters:
- Snorlax
- Blissey (watch out for boom)
- Opposing Regice
- Ho-oh
- Jirachi
- Tyranitar
Ability: Clear Body
EVs: 252 HP / 120 Atk / 132 SpA
Nature: Sassy
- Ice Beam
- Thunder / Thunderbolt
- Psych Up
- Explosion / Rest / Toxic
Notes:
- Basically like a special Snorlax, which automatically makes it less effective since you rely on other methods to kill your main things you want to counter - namely Lati@s
- That said, this is a pretty damn good Lati@s check - between Psych Up, Ice Beam and Toxic, most Lati@s cannot beat you without a crit (probably the only one would be like DD Latios)
- Explosion if you want to blow a 60% hole in Blissey for something to take out
- BoltBeam coverage is good
Checks/counters:
- Snorlax
- Blissey (watch out for boom)
- Opposing Regice
- Ho-oh
- Jirachi
- Tyranitar
Roles:
- Physical wall
- Spiker
- Physical wall
- Spiker
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold
- Whirlwind
- Toxic
- Spikes
- Taunt / Protect
Notes:
- Physical wall, not much to say
- Sets up Spikes and Toxics annoying physical attackers like Groudon
- Taunt is preferred in last slot to stop stuff like Forretress setting up Spikes on you, but Protect is also cool to get more Leftovers recovery
Checks/counters:
- Magneton
- Anything with Thunder(bolt)
- Ho-oh
- Kyogre
- CM Jirachi
Ability: Keen Eye
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold
- Whirlwind
- Toxic
- Spikes
- Taunt / Protect
Notes:
- Physical wall, not much to say
- Sets up Spikes and Toxics annoying physical attackers like Groudon
- Taunt is preferred in last slot to stop stuff like Forretress setting up Spikes on you, but Protect is also cool to get more Leftovers recovery
Checks/counters:
- Magneton
- Anything with Thunder(bolt)
- Ho-oh
- Kyogre
- CM Jirachi
B+:
Roles:
- Spinblocker
- Fast attacker
- Status platform
- Checks: Spin, things that use Normal/Ground coverage, Groudon to an extent
- Spinblocker
- Fast attacker
- Status platform
- Checks: Spin, things that use Normal/Ground coverage, Groudon to an extent
Standard:
Gengar @ Magnet / Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Naive
- Thunder / Fire Punch
- Shadow Ball / Taunt
- Will-O-Wisp
- Explosion
Notes:
- Standard Gengar spinblocker
- Thunder or Fire Punch threatens Forretress (depending on the weather you're more likely to be using)
- WoW and Boom to cripple shit
- Use with hazards, obviously
Checks:
- All need to watch out for Boom
- Ho-oh
- Kyogre
- Faster mons like Mewtwo
Gengar @ Magnet / Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Naive
- Thunder / Fire Punch
- Shadow Ball / Taunt
- Will-O-Wisp
- Explosion
Notes:
- Standard Gengar spinblocker
- Thunder or Fire Punch threatens Forretress (depending on the weather you're more likely to be using)
- WoW and Boom to cripple shit
- Use with hazards, obviously
Checks:
- All need to watch out for Boom
- Ho-oh
- Kyogre
- Faster mons like Mewtwo
Gengar @ Leftovers
Ability: Levitate
EVs: 236 HP / 32 Def / 100 SpA / 140 Spe
Naive Nature
- Hypnosis
- Explosion
- Ice Punch
- Will-O-Wisp / Thunder
Notes:
- Gengar is one of few viable Ghost-types to use in Ubers.
- Immunity to Spikes, large movepool including status+boom, and the fact that it's not straight up neutered by passive damage helps set it apart from Shedinja
- Speed investment hits neutral-natured base 110s and by extension, Jolly Rayquaza.
- Bulk investment ensures Gengar lives a HP Ghost from 252+ Groudon and can put it to Sleep/Burn it/pick it off with Ice Punch or Boom.
- Remaining EVs put into SpA.
- Leftovers also provides passive recovery and is the only good item on Gengar anyway.
- Hypnosis puts stuff to sleep but is let down by bad accuracy
- Explosion lets Gengar hit special walls like Blissey and Snorlax while putting a decent dent into anything that isn't a Steel- or Ghost-type
- Ice Punch hits Dragons as well as dealing decent damage to Groudon
- Will-O-Wisp can be used as a safer crippling tool, also stopping things like Groudon.
- Thunder offers strong coverage with Ice Punch.
Checks and Counters:
- Faster Pokemon such as Deoxys-A, Mewtwo, Aerodactyl, +Speed Base 110s, weather sweepers.
- Bulky Steel-types such as Registeel, Steelix, Jirachi and Metagross.
- Tyranitar
- General bulky stuff running around like Kyogre, Ho-Oh, and Lugia can stomach hits fairly well but fear Explosion or Hypnosis.
- Special walls such as Snorlax, Umbreon, Blissey, Latias, and Regice. All fear Explosion and Hypnosis though. Umbreon, Blissey, and Snorlax can mindgame past Explosion with Protect though.
Ability: Levitate
EVs: 236 HP / 32 Def / 100 SpA / 140 Spe
Naive Nature
- Hypnosis
- Explosion
- Ice Punch
- Will-O-Wisp / Thunder
Notes:
- Gengar is one of few viable Ghost-types to use in Ubers.
- Immunity to Spikes, large movepool including status+boom, and the fact that it's not straight up neutered by passive damage helps set it apart from Shedinja
- Speed investment hits neutral-natured base 110s and by extension, Jolly Rayquaza.
- Bulk investment ensures Gengar lives a HP Ghost from 252+ Groudon and can put it to Sleep/Burn it/pick it off with Ice Punch or Boom.
- Remaining EVs put into SpA.
- Leftovers also provides passive recovery and is the only good item on Gengar anyway.
- Hypnosis puts stuff to sleep but is let down by bad accuracy
- Explosion lets Gengar hit special walls like Blissey and Snorlax while putting a decent dent into anything that isn't a Steel- or Ghost-type
- Ice Punch hits Dragons as well as dealing decent damage to Groudon
- Will-O-Wisp can be used as a safer crippling tool, also stopping things like Groudon.
- Thunder offers strong coverage with Ice Punch.
Checks and Counters:
- Faster Pokemon such as Deoxys-A, Mewtwo, Aerodactyl, +Speed Base 110s, weather sweepers.
- Bulky Steel-types such as Registeel, Steelix, Jirachi and Metagross.
- Tyranitar
- General bulky stuff running around like Kyogre, Ho-Oh, and Lugia can stomach hits fairly well but fear Explosion or Hypnosis.
- Special walls such as Snorlax, Umbreon, Blissey, Latias, and Regice. All fear Explosion and Hypnosis though. Umbreon, Blissey, and Snorlax can mindgame past Explosion with Protect though.
Roles:
- Tank
- Pursuit
- Agility
- Checks: Lati@s (soft check), Double Edge Choice Banders, Snorlax, Mewtwo
- Tank
- Pursuit
- Agility
- Checks: Lati@s (soft check), Double Edge Choice Banders, Snorlax, Mewtwo
Metagross @ Choice Band / Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant
- Meteor Mash
- Earthqauke
- Explosion
- Pursuit / Hidden Power Fire
Notes:
- Strong attacker, hard to switch into
- Snorlax, Mewtwo and soft Lati@s check
- Don't forget Pursuit is special in gen 3 - Pursuiting Lati@s normally doesn't get you very far
- CB is preferred but if you want some longevity you can run Leftovers
- 252 HP / 124 Atk / 132 SpD can be used for Leftovers if you want more bulk
- 72 Spe lets you outspeed Jolly Shedinja and Pursuit it before it BPs away
Checks/Counters (all need to watch out for Boom):
- Skarmory (HP Fire in sun is like only thing really)
- Kyogre
- Groudon
- Steelix (watch out for EQ)
- Magneton if it switches into MM
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant
- Meteor Mash
- Earthqauke
- Explosion
- Pursuit / Hidden Power Fire
Notes:
- Strong attacker, hard to switch into
- Snorlax, Mewtwo and soft Lati@s check
- Don't forget Pursuit is special in gen 3 - Pursuiting Lati@s normally doesn't get you very far
- CB is preferred but if you want some longevity you can run Leftovers
- 252 HP / 124 Atk / 132 SpD can be used for Leftovers if you want more bulk
- 72 Spe lets you outspeed Jolly Shedinja and Pursuit it before it BPs away
Checks/Counters (all need to watch out for Boom):
- Skarmory (HP Fire in sun is like only thing really)
- Kyogre
- Groudon
- Steelix (watch out for EQ)
- Magneton if it switches into MM
Metagross @ Leftovers / Lum Berry
EVs: 160 HP / 252 Atk / 96 Spe
Nature: Adamant
- Agility
- Meteor Mash
- Earthquake
- Explosion
Notes:
- Can potentially sweep late game when things Groudon and Kyogre have been weakened
- EVs outspeed neutral Deo-A at +2
- If you can't sweep you can always just go back to what Metagross usually - MM things and exploding on things
Checks/counters (all need to watch out for boom):
- Skarmory
- Kyogre
- Ho-oh
- Groudon
- Steelix
EVs: 160 HP / 252 Atk / 96 Spe
Nature: Adamant
- Agility
- Meteor Mash
- Earthquake
- Explosion
Notes:
- Can potentially sweep late game when things Groudon and Kyogre have been weakened
- EVs outspeed neutral Deo-A at +2
- If you can't sweep you can always just go back to what Metagross usually - MM things and exploding on things
Checks/counters (all need to watch out for boom):
- Skarmory
- Kyogre
- Ho-oh
- Groudon
- Steelix
- SubLiechi
- Rock Slide
- Icy Wind/Ice Punch
- Rock Slide
- Icy Wind/Ice Punch
Roles:
- Physical tank
- Checks: Lati@s (soft check), Rayquaza, Lugia, Snorlax, Metagross, Tyranitar
- Physical tank
- Checks: Lati@s (soft check), Rayquaza, Lugia, Snorlax, Metagross, Tyranitar
Steelix @ Choice Band
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant
- Double Edge
- Earthquake
- Rock Slide / Hidden Power Ghost
- Toxic / Explosion
Notes:
- Great physical tank
- Can soft-check Lati@s
- Is a little bit on the weak side as 85 Atk is just on the low end of things, but CB makes it acceptable
- Double Edge is the main move to spam since Flying/Levitate mons are quite common in Ubers
Checks/counters (most need to watch out for Boom):
- Skarmory
- Groudon
- Kyogre
- Ho-oh
- HP Fire Magneton (in the sun, if you don't switch into EQ)
- Steels if you don't switch into EQ
- Gengar - like most mons that run Normal/Ground coverage, Gengar can switch into 3/4 out of Steelix's moves with no problems whatsoever and potentially even into Rock Slide
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant
- Double Edge
- Earthquake
- Rock Slide / Hidden Power Ghost
- Toxic / Explosion
Notes:
- Great physical tank
- Can soft-check Lati@s
- Is a little bit on the weak side as 85 Atk is just on the low end of things, but CB makes it acceptable
- Double Edge is the main move to spam since Flying/Levitate mons are quite common in Ubers
Checks/counters (most need to watch out for Boom):
- Skarmory
- Groudon
- Kyogre
- Ho-oh
- HP Fire Magneton (in the sun, if you don't switch into EQ)
- Steels if you don't switch into EQ
- Gengar - like most mons that run Normal/Ground coverage, Gengar can switch into 3/4 out of Steelix's moves with no problems whatsoever and potentially even into Rock Slide
- RestTalk wall
- Curse
- Curse
Roles:
- Wonder Guard for funsies
- Niche check for a lot of things
- Can spinblock
- Checks: Lati@s (non-DD or HP Fire), Kyogre, Mewtwo (without Fire moves), Swift Swimmers (not named Kabutops)
- Wonder Guard for funsies
- Niche check for a lot of things
- Can spinblock
- Checks: Lati@s (non-DD or HP Fire), Kyogre, Mewtwo (without Fire moves), Swift Swimmers (not named Kabutops)
Shedninja @ Lum Berry
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant / Jolly
- Shadow Ball
- Hidden Power Fighting
- Will-O-Wisp / Protect
- Baton Pass / Protect / Swords Dance
Notes:
- Be very careful when using this for stray super effective hits that will kill you instantly
- If played well you can wall entire teams with this + a couple of support mons, played poorly and it will be absolutely terrible
- Shadow Ball is quite strong, and HP Fighting gives you good coverage
- WoW is for crippling bulkier mons, but Protect is definitely sought after in that 3rd slot to scout your opponent's responses to this
- BP is preferred in last slot simply because it lets you escape Pursuit and potentially Sand Stream
- Make sure to use this with Groudon/Kyogre so you aren't totally wrecked by Tyranitar. Same principle applies for Rapid Spin
- Adamant nature is preferred, but Jolly lets you escape Pursuit from Metagross that don't speed creep
Checks/counters:
- Spikes
- Tyranitar
- Toxic/WoW/Leech Seed
- Shadow Ball/HP Ghost is common enough to kill Shedinja with
- Ho-oh
- Pursuit
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant / Jolly
- Shadow Ball
- Hidden Power Fighting
- Will-O-Wisp / Protect
- Baton Pass / Protect / Swords Dance
Notes:
- Be very careful when using this for stray super effective hits that will kill you instantly
- If played well you can wall entire teams with this + a couple of support mons, played poorly and it will be absolutely terrible
- Shadow Ball is quite strong, and HP Fighting gives you good coverage
- WoW is for crippling bulkier mons, but Protect is definitely sought after in that 3rd slot to scout your opponent's responses to this
- BP is preferred in last slot simply because it lets you escape Pursuit and potentially Sand Stream
- Make sure to use this with Groudon/Kyogre so you aren't totally wrecked by Tyranitar. Same principle applies for Rapid Spin
- Adamant nature is preferred, but Jolly lets you escape Pursuit from Metagross that don't speed creep
Checks/counters:
- Spikes
- Tyranitar
- Toxic/WoW/Leech Seed
- Shadow Ball/HP Ghost is common enough to kill Shedinja with
- Ho-oh
- Pursuit
Roles:
- Swift Swim sweeper
- Spiker
- Checks: Ho-oh, Lugia, physical Rayquazas, Mewtwo (revenge kill), Snorlax
- Swift Swim sweeper
- Spiker
- Checks: Ho-oh, Lugia, physical Rayquazas, Mewtwo (revenge kill), Snorlax
Omastar @ Leftovers / Mystic Water
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest
- Hydro Pump
- Ice Beam
- Blizzard / Surf
- Spikes / Toxic
Notes:
- Water/Ice coverage are unfortunately the best Omastar is going to get (HP Grass/Electric is weak af anyway you may as well stick to Hydro Pump)
- If you can weaken Kyogre, this thing can really go to town
- Otherwise, you can use this thing to threaten things out and set up Spikes, or use it to check things like Ho-oh (non-Thunder/CM) and CB Lugia
- Blizzard is preferred over Surf because it lets you 2HKO Latios and frailer Latias, but if you want a more reliable STAB move, Surf is perfectly fine
- Toxic lets you cripple Kyogre switch-ins
Checks/counters:
- Kyogre
- Blissey
- Latias (bulkier variants)
- Rayquaza (mixed)
- Groudon (don't switch in directly unless it's into Spikes)
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest
- Hydro Pump
- Ice Beam
- Blizzard / Surf
- Spikes / Toxic
Notes:
- Water/Ice coverage are unfortunately the best Omastar is going to get (HP Grass/Electric is weak af anyway you may as well stick to Hydro Pump)
- If you can weaken Kyogre, this thing can really go to town
- Otherwise, you can use this thing to threaten things out and set up Spikes, or use it to check things like Ho-oh (non-Thunder/CM) and CB Lugia
- Blizzard is preferred over Surf because it lets you 2HKO Latios and frailer Latias, but if you want a more reliable STAB move, Surf is perfectly fine
- Toxic lets you cripple Kyogre switch-ins
Checks/counters:
- Kyogre
- Blissey
- Latias (bulkier variants)
- Rayquaza (mixed)
- Groudon (don't switch in directly unless it's into Spikes)
Roles:
- Swift Swim sweeper
- Rapid Spin
- Checks: Lugia, Ho-oh, Mewtwo/Deo-A (revenge), Snorlax
- Swift Swim sweeper
- Rapid Spin
- Checks: Lugia, Ho-oh, Mewtwo/Deo-A (revenge), Snorlax
Kabutops @ Choice Band
Ability: Swift Swim
EVs: 240 HP / 252 Atk / 16 Spe
Nature: Adamant
- Rock Slide
- Double Edge
- Hidden Power Ground
- Rapid Spin
Notes:
- Double Edge can 3HKO Groudon and is your main spamming move
- Can use to revenge things
- Rapid Spin is quite a rarity in ADV, so it's something to take advantage of.
Checks/counters:
- Groudon
- Steel types (eg Steelix, Metagross)
- Defensive Kyogre
- Rayquaza (mixed)
- Rock types (Tyranitar, Regirock)
Ability: Swift Swim
EVs: 240 HP / 252 Atk / 16 Spe
Nature: Adamant
- Rock Slide
- Double Edge
- Hidden Power Ground
- Rapid Spin
Notes:
- Double Edge can 3HKO Groudon and is your main spamming move
- Can use to revenge things
- Rapid Spin is quite a rarity in ADV, so it's something to take advantage of.
Checks/counters:
- Groudon
- Steel types (eg Steelix, Metagross)
- Defensive Kyogre
- Rayquaza (mixed)
- Rock types (Tyranitar, Regirock)
- SD Endure/Flail
Roles:
- Curse + Boombot to lure in and take out opposing weather sweepers
- Checks: Lati@s, Lugia, Rayquaza, Double Edge spamming mons
- Curse + Boombot to lure in and take out opposing weather sweepers
- Checks: Lati@s, Lugia, Rayquaza, Double Edge spamming mons
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 112 Atk / 80 Def / 64 SpD
Nature: Impish
- Curse
- Explosion
- Hidden Power Ghost
- Earthquake
Notes:
- Two uses - checking Lati@s (isn't THAT good of a check tbh) and Curse and Exploding on Groudon/Kyogre (whichever one you feel like depending on your team)
- Make sure you don't be too predictable with this - people expect Registeels to try and blow up on their Groudon/Kyogre, so make sure you don't blow up on a Gengar or something like that (or if they have Sub)
- EVs guarantee allow Registeel to Curse at +1 vs 252 Atk Groudon, live another EQ - either they keep staying and you blow up on them, or they switch out and you have a +2/+2 Registeel to deal with
- Cool thing about Registeel is that it doesn't two shits about Magneton, making it quite a cool Steel
Checks/counters (all apart from the Steels risk boom):
- Steelix/Skarmory
- Groudon
- Kyogre
- Ho-oh
Ability: Clear Body
EVs: 252 HP / 112 Atk / 80 Def / 64 SpD
Nature: Impish
- Curse
- Explosion
- Hidden Power Ghost
- Earthquake
Notes:
- Two uses - checking Lati@s (isn't THAT good of a check tbh) and Curse and Exploding on Groudon/Kyogre (whichever one you feel like depending on your team)
- Make sure you don't be too predictable with this - people expect Registeels to try and blow up on their Groudon/Kyogre, so make sure you don't blow up on a Gengar or something like that (or if they have Sub)
- EVs guarantee allow Registeel to Curse at +1 vs 252 Atk Groudon, live another EQ - either they keep staying and you blow up on them, or they switch out and you have a +2/+2 Registeel to deal with
- Cool thing about Registeel is that it doesn't two shits about Magneton, making it quite a cool Steel
Checks/counters (all apart from the Steels risk boom):
- Steelix/Skarmory
- Groudon
- Kyogre
- Ho-oh
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Nature: Calm
- Amnesia
- Toxic
- Seismic Toss
- Rest
Notes:
- Passive special wall
- Amnesia + Toxic lets you take down pretty much all Lati@s sets apart from Refresh variants
- Use with cleric if possible
Checks/counters:
- Steelix
- Groudon
- Forretress/Skarmory
- Gengar
- CM Jirachi
- Refresh Lati@s
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Nature: Calm
- Amnesia
- Toxic
- Seismic Toss
- Rest
Notes:
- Passive special wall
- Amnesia + Toxic lets you take down pretty much all Lati@s sets apart from Refresh variants
- Use with cleric if possible
Checks/counters:
- Steelix
- Groudon
- Forretress/Skarmory
- Gengar
- CM Jirachi
- Refresh Lati@s
B:
Exeggutor @ Leftovers
Ability: Chlorophyll
EVs: 120 Atk / 252 SpA / 136 Spe
Rash Nature
- Sleep Powder
- Stun Spore
- Solar Beam
- Explosion / Hidden Power Fire
Notes:
-136 speed hits 360 which outspeeds max speed base 130s
-Rash to boost spatk power but to also not take away from explosions power
-Rest of evs poured into atk to boost boom
-Sleep powder and stun spore are fairly obvious in what they do, helps cripple the opposing team
-Needs sun support
-HP Fire for Steels - make sure you add 4 Spe because of HP Fire's mandatory 30 Spe IVs
Checks and Counters:
-Kyogre getting rid of sun
-TTar getting rid of sun
-Rayquaza
-Lugia
-Shedinja
-Umbreon
-Deoxys-A
-Bulky Steels
Ability: Chlorophyll
EVs: 120 Atk / 252 SpA / 136 Spe
Rash Nature
- Sleep Powder
- Stun Spore
- Solar Beam
- Explosion / Hidden Power Fire
Notes:
-136 speed hits 360 which outspeeds max speed base 130s
-Rash to boost spatk power but to also not take away from explosions power
-Rest of evs poured into atk to boost boom
-Sleep powder and stun spore are fairly obvious in what they do, helps cripple the opposing team
-Needs sun support
-HP Fire for Steels - make sure you add 4 Spe because of HP Fire's mandatory 30 Spe IVs
Checks and Counters:
-Kyogre getting rid of sun
-TTar getting rid of sun
-Rayquaza
-Lugia
-Shedinja
-Umbreon
-Deoxys-A
-Bulky Steels
B-:
C:
D:
Unranked:
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