






Hello and welcome to my second RMT and my first for Ubers. I've been an AG player for a while now, and every now and again I'd considered trying Ubers, as at the surface level they seemed similar, so a lot of skills from one would transfer to another, but I'd always thought that due to things like the existence of Species, Swagger and Evasion Clauses and lack of Mega Rayquaza in Ubers that not too much knowledge would be transferable. Recently, I decided to see just how justified some of these thoughts were and decided to see how building an Ubers team would go with only my AG knowledge and what I'd gathered passively from various places about Ubers. Although in the end I don't think the team looked exactly like an AG team modified for Ubers, I think I accomplished something I didn't expect and that wouldn't work nearly as well in any other tier, which I'll get into in just a little bit. Anyway, so far this team has made it into the Top 100 at ~1650 ELO, which I'm fairly proud of, but I thought it wise to perhaps seek help from more experienced Ubers players to fill the gaps in my knowledge that may bring the team down before I try and play on the higher ladder.
Teambuilding






So here's what the team looked like to begin with, taking a lot from one of my fairly successful AG teams built around Choice Specs Mega Rayquaza, but using Pokemon like Mega Scizor to fill gaps previously filled by Pokemon such as Support Arceus-Fairy. Although this team was OK at first, I found myself sometimes struggling even on lower ladder, so I decided to take it apart and have a better look at it.


So I started with this core of Pokemon that I enjoy using using, and are still the main Pokemon that, in my opinion, bring most of the remaining AG flair to the team in Choice Specs Rayquaza and Psych Up Arceus-Poison. The team works by using the amazing power of Specs Ray to OHKO one of its common switch-ins or common leads, such as Primal Groudon, Giratina or Yveltal with a terrifyingly powerful Draco Meteor, which then lures in enemy GeoXerns which think they can set up for free, only to bring in Arceus-Poison to steal its boosts and tear holes in the enemy team. I had used this on the first iteration of the team, but only here did I see its true potential that I mentioned earlier. Looking at the May stats, in all parts of Ubers ladder, Xerneas has ~50% usage with ~80% of those running Power Herb/Geomancy. That's ~40% of ALL teams all running the same set up sweeper. That's an insane number. So that's what have me the idea. Make a team that looks weak to GeoXern so that the 40% of people who have it will think they can get a free win early in the game, only to fall prey to Arc-Poison and lose a huge chunk of their team, including their most potent sweeper. So that's where a lot of the main changes came from, notably excluding Primal Groudon to help add to this facade.





The next three members of the team helped to serve the purpose of looking GeoXern weak while taking care of the Pokemon that could stand up to an Arceus with double Special stats and Speed. Choice Scarf Xerneas helps to deal with Darkrai and Mega Salamence, the former of which I was already plenty scared of thanks to my AG experience, the latter of which I had never really faced but had heard tales of it, and so I was determined not to lose to it. Zekrom gave the team a well needed Physical Attacker to help with Primal Kyogre, Ho-oh and other Specially Defensive Pokemon. Physically Defensive Yveltal helps to deal with the Physcial Attackers and Priority users who could potentially stand up to Arceus after it steals a boost. All three of these Pokemon help to defeat Giratina and Arceus-Ghost, probably the most threatening Pokemon to Arceus-Poison. Of course, being able to deal with common threats in these three Pokemon is necessary to beat teams without GeoXern by tackling other popular sweepers such as Ekiller Arceus.






I added Skarmory to finish this team as I needed a few things from one slot. Hazards to break the Focus Sashes of Deoxys and Darkrai and to deal large damage to Pokemon like Ho-oh. I also needed hazards cleared to help Rayquaza and Yveltal to switch in repeatedly. Skarmory seemed like the logical choice as it can not only accomplish these feats many times across a match, it also discourages enemy Xerneas from using Geomancy Turn 1, giving the team so much to damage or defeat whichever Pokemon it needs to and to get up Stealth Rocks.
Team In-Depth

Rayquaza @ Choice Specs
Ability: Air Lock
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Overheat
- Surf
- Dragon Pulse
I chose what seems to be an unconventional set for Rayquaza in Choice Specs, as I think it fits this kind of team well. It can switch into Primal Groudon's Fire- or Ground-type attacks with ease and proceed to OHKO it with either Draco Meteor or Surf. Modest Choice Specs Draco Meteor is terrifyingly powerful, and it OHKOs many of the Pokemon people switch in Rayquaza, such as Yveltal, some Arceus variants and other physical walls. Even at -2, Draco Meteor still does huge damage and can OHKO other Dragon-types not named Dialga. It even OHKOs Skarmory if its Sturdy is broken. The debuff from Draco Meteor, as stated above, also helps to lure in opposing Xerneas. Overheat gives nice coverage as hits Steel-types like Steel Arceus and Ferrothorn, as well as dealing respectable damage to Fairy-types. Surf is your 100% accurate Primal Groudon remover if you think they're staying in or switching out to a Fairy-type. For the last move, which was previously occupied by the Dragon Ascent needed for Mega Evolution, I decided to use Dragon Pulse, a still hugely powerful move that doesn't have the drops associated with Draco Meteor, making it useful to deal consistent damage or to clean slower teams or to pick off weakened threats without relying on Draco Meteor's 90% accuracy.

Arceus-Poison @ Toxic Plate
Ability: Multitype
EVs: 248 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Psych Up
- Judgment
- Earth Power
- Recover
The other half of the core with Rayquaza, this Pokemon takes advantage of the Xerneas that try to come in on Rayquaza, or indeed any other member of the team, and it can always be brought in directly onto Xerneas. The spread may not be optimal, but the bulk minimises the damage taken from Arceus' and Deoxys' Extreme Speeds, and allows Arceus-Poison to take the rare Psyshock from Xerneas better. If the plan works and the opponent does Geomancy up, then you tank whatever they throw at you, Recover off the damage, and then use you Judgement to hit the enemy team hard, and where that fails use Earth Power for coverage. This set dislikes Ferrothorn, Skarmory and Giratina (either form really) as they take little damage from the listed moves and then can retaliate with the likes of Thunder Wave, Roar/Whirlwind, Shadow Force etc. These Pokemon could perhaps be eliminated with moves like Flamethrower or Spacial Rend, but I'm not sure how to fit those moves onto this set. Of course, even against the 60% of teams not running Xerneas, Arceus is not dead weight, as it can copy the boosts for Calm Mind uses if need be, pick off Primal Groudons with Earth Power, and make use of its high bulk, Recover and Poison-typing defensively. But if it can steal a Xerneas' boosts, even if it can't outright sweep the opponent, it'll remove one of their most potent set-up sweepers and deal huge amount of damage to their team

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 24 Atk / 252 SpA / 232 Spe
Naive Nature
- Moonblast
- Close Combat
- Sleep Talk
-
A modified version of an AG Scarf Xerneas set made by Zangooser, designed to dispose of Darkrai 100% of the time by Sleep Talk always landing on a move to hit it with. I made the spread in order to also let Xerneas act as a back up against Mega Salamence if it sets up, as it is one Speed point faster than +1 Adamant 176 Spe Mega Salamence, so it can OHKO with its still powerful Moonblasts. CC gives you another way to hit Darkrai and also the hit Blisseys on the predicted switch for respectable damage. Xerneas' high speed also allows it to revenge kill faster threats like Mewtwo and Deoxys-Attack, making it very useful to a team lacking priority.

Zekrom @ Shuca Berry
Ability: Teravolt
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Hone Claws
- Bolt Strike
- Dragon Claw
- Substitute
I added Zekrom to the team to add a much needed Physical Attacker and to check Primal Kyogre. I chose to use the Hone Claws Substitute set to allow the team an alternative route to beat Ferrothorn, as currently it could only really rely on Rayquaza's Overheat. An Electric-type also places huge pressure on enemy Skarmory, who are immune to both of Arceus' STABs. Of course, being a Physical attacker allows the team better ways to beat Blissey, and yet another way to deal huge damage to Giratina-O.

Yveltal @ Rocky Helmet
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Roost
- Toxic
- Foul Play
- Taunt
Foul Play Phsyically Defensive Yveltal is my default option to allow teams to deal with Ekiller Arceus and other physical attackers, which seemed like something this team needed. Taunt/Toxic allow the team to stallbreak Pokemon the team might otherwise struggle with like Ferrothorn or Lugia. Yveltal's immunity to Ground- and Psychic-type attacks which hit Arceus super effectively gives the two of them good synergy. Yveltal also gives the team another way to beat Ghost-types and to lure in Xerneas.

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Stealth Rock
- Defog
- Toxic
Skarmory was added to the team to add much needed hazards and hazard control. Roost drastically increases Skarmory's longevity and Toxic gives it a way to deal damage to enemy Pokemon. A lack of Whirlwind is unfortunate, but I generally believe that the other 4 moves are generally more useful. As I said in the teambuilding section, the presence of Skarmory discourages the opponent from using Geomancy right away, giving the team time to dispose of or weaken the main threats to Arceus.
Threatlist

The team struggles greatly against Choice Scarf Genesect, as only Arceus-Poison can take an Iron Head or Ice Beam, and if the opponent has Xerneas, revealing Arceus-Poison prematurely is ideally avoided. Of course, even if you have Zekrom in against it, who can tank an Ice Beam, it'll just U-Turn away to avoid any consequences. Definitely annoying to deal with.


Well, this is more in theory as I've never actually faced CM Arceus-Ground/Fairy in Ubers (which is understandable, if you can only have one Arceus, people might prefer to run an EKiller or a support Arceus), but they would likely do a number to my team. Ice Beam/Fairy Judgement would do a number on the Dragons and Yveltal, they both have an immunity to one of Zekrom's STABs, and they outmost the majority of the team. But perhaps some CM Arceus flavours tend to appear more in AG.

So this is a threat that I don't know if it'll be a threat. If my experience in AG is anything to go by, once you get to higher ladder, there is a good chance you'll face the same handful of other high ladder people multiple times. Of course, this could prove troublesome to this team, as players would ignore their autopilot instinct to click Geomancy and win once they know that a Psych Up Poisonceus is waiting in the wings. Again, I don't know too much about this, which is why I'm seeking advice from more experienced players befor going higher than where I am now in the top 100.
Rayquaza @ Choice Specs
Ability: Air Lock
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Overheat
- Surf
- Dragon Pulse
Arceus-Poison @ Toxic Plate
Ability: Multitype
EVs: 248 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Psych Up
- Judgment
- Earth Power
- Recover
Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 24 Atk / 252 SpA / 232 Spe
Naive Nature
- Moonblast
- Close Combat
- Sleep Talk
-
Zekrom @ Shuca Berry
Ability: Teravolt
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Hone Claws
- Bolt Strike
- Dragon Claw
- Substitute
Yveltal @ Rocky Helmet
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Roost
- Toxic
- Foul Play
- Taunt
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Stealth Rock
- Defog
- Toxic
Ability: Air Lock
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Overheat
- Surf
- Dragon Pulse
Arceus-Poison @ Toxic Plate
Ability: Multitype
EVs: 248 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Psych Up
- Judgment
- Earth Power
- Recover
Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 24 Atk / 252 SpA / 232 Spe
Naive Nature
- Moonblast
- Close Combat
- Sleep Talk
-
Zekrom @ Shuca Berry
Ability: Teravolt
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Hone Claws
- Bolt Strike
- Dragon Claw
- Substitute
Yveltal @ Rocky Helmet
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Roost
- Toxic
- Foul Play
- Taunt
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Stealth Rock
- Defog
- Toxic
Alternative names for this RMT
Plan to Eradicate the GeoXerns
Damn these AG players coming here and stealing our boosts!
I had another one which was a really great/awful pun and I forgot it and I'm so angry with myself