ORAS Ubers Balanced Bulky Offense: Peaked #1 on Ladder

Mr.378

The Iron Man of Ubers
is a Tiering Contributor Alumnus
Hello Smogon I am here now to share with all of you one of my teams made for the new ORAS Ubers metagame. This team has been serving me quite well, and has won numerous games and has topped the current ladder. So I feel that it is good, but at the same time it has quite a few flaws that prevent it from being better. That is why I am making an RMT about it though, because teams like these make for the best RMT in my opinion as they are usable but leave a lot to discuss. It is also a nice experiment for me as this is the first team I have ever written an RMT for so it is a nice writing excersize. Without further ado lets get to the team part of the RMT:

AT A GLANCE:

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My first thoughts before creating this team were to use Primal-Kyogre. Because I feel as if its three attack calm mind set is quite underrated in this current metagame.

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The other initial thought I had before creating the team is the Latis and how common they are. I remember that Aegislash is a pretty good counter to them, as it takes nearly nothing off their attacks and can pursuit trap them. It also has numerous other perks, so I decided to test it out.

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After that I decided to be obvious and add Primal-Groudon. Because of how strong and how many things it checks it's not a stretch to say it's a staple in the current Ubers metagame.

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After adding my initial two and obvious Primal-Groudon I decided I wanted more of a solid win condition because I decided that Primal-Groudon would be taking more of a supporting role. I decided on Mega-Salamence as this as it is a very power threat right now that can set up on and destroy many teams while taking very little risk to itself.

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After this I wanted a defogger to help support the team. I also wanted a solid Primal-Groudon switch in because of how ubiquitous it is in the current metagame. I decided on Arceus-Ground for doing both of those goals because of it's efficiency at doing them and the great synergy it has with my current team.

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Finally I wanted a solid switch in to Ekiller, as that is a terrible thing for a team to lack. With my current five members I thought that Yveltal is a great choice of this, as my team has switch ins to its common weaknesses.

Final Team:
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As of right now I haven't actually changed this final team, but there are quite a few changes that I've agreed to make that I'll say more of later.

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The Team in Detail:

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Kyogre @ Blue Orb
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
IVs: 0 Atk
Modest Nature
- Origin Pulse
- Thunder
- Ice Beam
- Calm Mind

Primal-Kyogre, the main reason this particular team was created. With its endless rain and high special stats a calm mind set is amazingly powerful on it. Hitting even its check with powerful special attacks at +1 Special Attack while anking most Special moves with ease with it's titanic special defense. Overall it is really powerful and is rarely ever a mon with no use. The EVs are obvious, maximizing power while having enough speed to beat the base 90s most oftenly used.

Moves:
- Origin Pulse:
Hits very hard with no drawback other than its disappointing accuracy. Kyogre main move, especially when the opposing Primal-Groudon has fainted.
- Thunder: Hits opposing Kyogres, flyers, and the now rare Palkia very hard while having a 30% para hax rate.
- Ice Beam: Hits Primal-Groudon hard. That's the main use and why it is an attack that I use a lot.
- Calm Mind: Crux of the set. Primal-Kyogre is pretty good at forcing switches so being able to use this on a free turn is easy.

Possible changes: A more defensive set consisting of Scald/Rest/Sleep Talk/Roar with more defensive EVs is very usable here. At first I didn't really like it because it is weak to Primal-Groudon, but this team handles him pretty good as is. The main benefits of the set are that it disrupts sweepers and has longevity. This is very different from the role Primal Kyogre currently has on my team, but with a few other changes it can work very well.

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

Aegislash is one of the pivots of the team. It's primarily here as a counter to the Latis and Xerneas, both of which are big in the metagame right now. It also serves as a check to some other relevan threats such as Mewtwo, Lugia, and Zekrom. It's a linear Pokemon in what it can do, but for its intended purpose it works pretty good. The EVs are standard for taking as many special hits as possible to allow it to switch in multiple times against its intended targets.
Moves:
- Gyro Ball:
Hits Xerneas along with other fairys and fast Pokemon hard. I am considering Iron Head in this slot instead for more consistent damage.
- Pursuit: Allows it to trap the Latis and do decent damage to them. It only deals around 70%, but that still is a good amount that kills after some chip damage and allows them to KOed easier later on.
- Toxic: Hits things on the switch, as a good amount of Aegislash switch ins don't like toxic. It also allows it to beat any non-sub Lugias which is good as it is annoying to KO otherwise.
- King's Shield: It annoys choice Pokemon, gives a free turn for more toxic damage and leftovers recovery, and plays mind games with most physical attackers.

Possible changes:
Klefki @ Leftovers
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Play Rough
- Spikes
- Thunder Wave
- Toxic

The more I think about it, the better it seems and I would use definitely use this over Aegislash. It check Xern and the Latis, while being able to shut down many big threats to this team like Yveltal. It also carries more utility than Aegislash because of it's ability to spike stack while having many other useful applications like being able to land status moves on opponents with priority. All Aegislash has over it is its Pursuit and King's Shield, neither of which really make up for it. Overall I am convinced this thing is better than Aegislash and should be used over it. I'm just saying this here because Aegislash was the original member of this team.
Other than that Iron Head over Gyro Ball is a pretty good change for its more consistent damage. Shadow sneak is also a good move to have, but Four Moveslot Syndrome prevents it from getting used.


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Groudon @ Red Orb
Ability: Drought
EVs: 252 Atk / 216 SpD / 40 Spe
Adamant Nature
- Precipice Blades
- Stone Edge
- Thunder Wave
- Stealth Rock

Primal-Groudon, the current king of ubers with good reason. It checks and/or switches into a very good amount of the metagame with ease and can perform a good number of roles while having devastating power behind them. Here I am taking advantage of these qualities and using him as a supporter. This works with great results because of his natural ability to force switches. The EVs are unique and they vary from when I use him. 216 SpD allows it to tank a 120 BP move from Xerneas at +2 after rocks and lets it check it in emergency as well as giving it special bulk which is helpful. Attack is then maxed out and the remainder is left in speed. It isn't always like this though and sometimes I add more speed to speed creep other certain Primal-Groudon sets.

Moves:
- Precipice Blades:
It hits very hard and does a good number on just about anything it can hit. The accuracy is disappointing though.
- Stone Edge: Mainly to kill Ho-Oh in Situations where the two face off because Ho-Oh is dangerous and killing it is always great.
- Thunder Wave: To cripple the things it can't kill so they can be revenge killed easy later on. The move being unexpected helps it out a lot, but Arceus-Ground is a major pest to it.
- Stealth Rock: Every team needs them, and Primal-Groudon is a great user of the move as it naturally forces switches.

Possible changes:
Any number of other moves over Thunder Wave. Fire Punch is good as it is reliable STAB. Toxic cripples things too and hits Arceus-Ground. Dragon Claw hits the Latis, roar phases stuff, and Dragon Tail does both. There is a great number of possibilities here. Also as said before, the EVs are variable depending on what needs to be outsped and what attacks need to get tanked.


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Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Refresh
- Roost
- Dragon Dance

Mega-Salamence is probably the best Mega in the current metagame. Not only does it hit very hard even without a Dragon Dance, but he also has really good bulk that lets it turn many opponents into set up bait. Intimidate on regular Salamence just makes it even better. Overall there isn't much to say on him other than he is very strong and bulky. The EVs are also standard as they are used to ensure maximum speed because tying Arceus forms post mega evolution is important along with outspeeding the Latis and Gengar before mega. It also allows Salamence to outspeed Base 90s and 95s before mega, which is very important.

Moves:
- Return:
It's consistant and powerful STAB, nothing more than that. I use it over Double-Edge right now because I dislike the recoil damage, but it is still very good for enabling kill that return can't obtain.
- Refresh: An underrated move on Salamence that lets it set up on things like Will-o-wisp Arceus forms that it wouldn't be able to otherwise. The a lot of the move's power comes from the suprise it brings though. It doesn't really need the coverage that it loses by forgoing earthquake considering I run two other ground types to check the more annoying steels. It's strong enough that mono-flying coverage can destroy most opponents.
- Roost: Adds longevity to Salamence, which is very good because of its great bulk letting it have multiple sweeping opportunities.
- Dragon Dance: The set up move that lets it sweep teams.

Possible changes:
Earthquake over refresh or maybe roost is the main one. It gives coverage at the cost of being weak to status or being more easily worn down. Substitute over Refresh is an interesting idea that could work, but I would need to test that. In terms of Pokemon replacements Ho-Oh seems pretty good actually as the team supports it quite well and its still a very strong attack, especially right now. The difference being that Sala can set up while Ho-Oh has immediate power.


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Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 80 Def / 252 SpA / 176 Spe
IVs: 0 Atk
Timid Nature
- Judgment
- Defog
- Ice Beam
- Recover

With the rise of Primal-Groudon Arceus-Ground has become a lot better and is arguably the best support Arceus form. It can switch in on anything Primal-Groudon does and either threaten it with a STAB SE Judgment or heal off any damage taken. Ground is also a pretty nice offensive type outside of that, its immunities and resistances being easy to cover. All off this combined with the ability to defog makes Arceus-Ground an excellent support pokemon. The EVs are designed to out speed Base 110s as the Latis and unmega evolved Gengar are important targets to outspeed for this team. Special attack is then maximized to ensure that it can hit hard, while the rest is thrown in defense to give it more of a cushion when switching in on opposing Primal-Groudon.
Moves:
- Judgment:
The obligatory STAB and does great damage if not kills Primal-Groudon while hitting most other Pokemon pretty hard.
- Defog: Gets rid of hazards.
- Ice Beam: Snipes the random flyers and levitators that tend to switch in on Arceus-Ground. Being able to prevent Salamence from setting up on it is very good.
- Recover: Lets it shrug off damage and last long.

Possible changes:
None right now. It's been performing very well because the tier is quite good to it now.


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Yveltal @ Leftovers
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Sucker Punch
- Roost
- Taunt

Tank Yveltal is admittingly a favorite set of mine, and it fits in very well on this team. Because this team has multiple switch ins to fairy types, most notably Xerneas, Yveltal is provided a great opportunity to wreak havoc on the opposing team. It does this by being an amazing tank and switch in to most physical attackers while being a great stall breaker. It is very annoying to take down once the enemy team's fairys have all fainted. Yveltal is thus a very solid, consistent team member. The EVs are completely standard given my moveset as to take physical hits as effectively as possible.
Moves:
- Foul Play:
Punishes any kind of physical attacker, especially sweepers and can kill them easily.
- Sucker Punch: Snipes weakened opponents with priority. Even without investment it still its decently hard and can take out a lot of offensive threats at mid health.
- Roost: Lets it check multiple Pokemon by restoring HP.
- Taunt: Shuts down status and makes it an effective stallbreaker. Also stops set up moves and other support moves. for when it facing the rare Pokemon who uses those that doesn't outspeed it.

Possible changes:
Toxic over Sucker Punch is an option that I'm very heavily considering, seeing that poisoning stuff on the switch really helps out the team by crippling some very hard Pokemon to take down otherwise like support Arceus forms.

I'll just list some of the main ones:
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Yveltal: Very annoying to kill and one of the main reasons I would use Klefki over Aegislash.The life orb set hits very hard against all of my Pokemon and it can restore its health with Oblivion Wing and Roost.

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Darkrai: I have no real sleep absorbers and it outspeeds my entire team while setting up and hitting hard. It is less of a threat when something is already asleep though.

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Arceus-Ground: Walls a decent amount of my team and its actually hard to switch into as only ogre reliably beats it and it can't keep switching in.

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Kyogre: Not so bad if Primal Groudon is still in decent health. If not it can be pretty scary.

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Arceus-Dark: This thing seems pretty good against this team but I have little experience against it so I can't say for sure.

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Arceus-Ghost: It can be very annoying killing its support sets and special sets that carry will-o-wisp. Yveltal handles it pretty nicely otherwise.

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Ho-Oh: A decent amount of my team beats it 1-one-1 but switching in is a pain.

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
IVs: 0 Atk
Modest Nature
- Origin Pulse
- Thunder
- Ice Beam
- Calm Mind

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

Groudon @ Red Orb
Ability: Drought
EVs: 252 Atk / 216 SpD / 40 Spe
Adamant Nature
- Precipice Blades
- Stone Edge
- Thunder Wave
- Stealth Rock

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Refresh
- Roost
- Dragon Dance

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 80 Def / 252 SpA / 176 Spe
IVs: 0 Atk
Timid Nature
- Judgment
- Defog
- Ice Beam
- Recover

Yveltal @ Leftovers
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Sucker Punch
- Roost
- Taunt

Thanks for reading this to all that have. I would appreciate any comments or suggestions to the team.
 
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nice team are you try Sleep talk over Calm Mind on kyogre for Darkrai ?

EDIT:
And Frustration > Return for Ditto imo

EDIT 2:
Don't forgot 0 IVs Attack on kyogre and arceus because They don't like Yvletal's foul play
 
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Steeljackal: These were some good suggestions, I'll summarize my thoughts on them:
  • Arceus-Dark is an interesting idea. I actually didn't really consider it as I was more concerned with having a good Primal-Groudon switch in because of how relevant it is now. However Arceus-Dark does have a lot of interesting uses so I really want to try this one out.
  • If this is the case,then I'll definitely replace Yveltal. Ho-Oh as hinted in my section on it in Salamence's section is something I am interested in using. I'm aware that's the standard set and the one I would use if I did this change.
  • I wrote the section on Aegislash like that because Klefki seemed like a really good option then. However I still do like it and how it checks the Latis and makes Xerneas deadweight most of the time. I'll keep it fornow because I still think this is a concept worth using.
  • With Primal-Groudon, I meant to imply that the nature too was flexible, and that I was running max power for max power's sake, even though in a blot of my other builds I tend to speed creep stuff.
  • With Salamence I actually was using DE over Return for the longest time, I just changed to see how impactful the lack of recoil was. I probably would use over Return at this point just because it gets relevant kills. I do however prefel jolly because I think that Salamence lies in too good a speed tier not to use it and I like out speeding things. Refresh, while underrated, does give definite coverage issues and is thus expendable. On my original draft I did use Earthquake over it but changed it to refresh to test it and kind of liked it so I stuck with it. I probably would changed back especially with these changes.

Overall these were some nice suggestions I'll make sure to test at some point. I especially like the Arceus-Dark suggestion. Thank you for the Rate.

Exiline: Oh yeah, I did mean to have Ogre and Arc-Grounds Attack IV be 0. Just took a version where they weren't for some reason. I'll add that.
 
Hey there, you might remember battling me on the ladder, you haxed me out of victory getting multiple freezes and crits, grrrrr hahahahaha.

Anyway you are really Groudceus weak. Groundceus kills Pdon, aegis, mega mence, somewhat kills yveltal, groundceus vs groundceus is going to be your go to or you'll going to have to let kyogre take damage when opp groundceus comes in. Pdon + Groundceus really gives your team some tough times.

Also what is stopping a Darkrai from putting something to sleep, setting up a NP and sweeping your entire team?

I have class to attend to so i'll maybe comment more later but know that you always have the 6.25? Crit chance and 10% chance from ice beam on your side if you're in a toughie. Hahahahha jkjk lololol.
 
Yeah both of those pokemon are some of the biggest threats to the team as is as I said in my small threats list. Patching up the weakness to those two is of top concern for this team.

I do remember the game we played on the ladder. I got very lucky but it happens to and against us. Hax is the most powerful force in the universe.

Also notable is that I have tested the fixes that Steel suggested. They improve quite a few weaknesses but at the same time makes Primal-Groudon a lot more annoying to deal with because Arceus-Dark cannot pressure it as well as Arceus-Ground can. They seem fine other than that.
 
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