For those few who know me and my team, feel free to skip down.
I'm conundrum on PS, and this is my team. It has served me well for two game generations, and seen only minor changes since its inception. This team has held every rank from the very top to the very bottom of the ladder, and currently floats somewhat comfortably in the top 10. It can win many weather wars, or make winning so costly for the opponent they still lose the battle. This team is capable of offense and stalling, and handles most things in Ubers quite admirably. I have simply settled on calling it "Balance," instead of something cool like "Elements of the Desert."
The team is split into three roles: offense, defense, and utility. First up, the defensive core.
Your friend and mine, Ferrothorn. Almost invincible in the rain, I have grown to hate and love Ferrothorn. His primary purpose is stalling, naturally, but he plays a pivotal offensive role as well. Latios, Latias, Ghostceus, EKiller, Giratina-O, Terrakion, and even Mewtwo are all endangered by Gyro Ball. A good predict (or an easy opportunity to attack, like being at full health) can drop many fast sweepers who could otherwise threaten the entire team. Iron Barbs are spectacular for abruptly ending Deo-A's reign of terror before it even begins, as well as punishing dragons foolish enough to outrage.
The constantly underrated wall, Tentacruel. Surprisingly bulky and endlessly useful, Tentacruel is one of my favorite defensive pokes in Ubers. Capable of outspeeding some Groudons, able to withstand any non crit attack from Kyogre, and utterly unafraid of Abomasnow or Tyranitar; Tentacruel is my preferred lead. Toxic spikes are a major help to the team, and Tentacruel's ability to clear them on entry is also very desirable. Regaining 12% of HP per turn in the rain enables some excellent stall situations, and is also useful for out stalling some walls (Chansey/Blissey in particular, but also Deo-D). Fishing for burns with Scald can tip the entire balance of a battle, and can be quite safe against many opponents.
Combined these two allow me to scout out enemy sets, lay hazards, inflict status ailments and tank hits that could destroy one of my sweepers. Next, the utility pokes.
Capable offense, impressive bulk, and Stealth Rock. What more could an ubers player want? Yes, 4 EVs in speed. I cannot tell you how useful those 4 points have been to me, as they enable many very important secondary functions. First, I can determine the speed investment of other 90 base speeds, and perhaps most importantly I can outspeed other support Dialgas and Groudons. Dialga threatens EVERYONE, OHKOs many, and puts the hurt on teams trying to phaze.
Giratina-Awesome, the mostly aptly named set I have yet encountered. I doubt I need to extoll the virtues of this set, I am eternally grateful to Reshiram for showing it to me. Giratina's primary function is checking Terrakion and Arceus, but he's also spectacular for crippling or phazing many other threats.
I use Dialga and Giratina to punish others for trying to use their utility pokemon, while allowing me set hazards or phaze.
Equal parts weather inducer, offensive threat and status eater, Kyogre is the most and least important member of this team. Against other rain teams he serves as a good scout of the enemy Kyogre, while keeping Ho-oh and Reshiram/Kyurem-W from becoming major threats. Scarf spout is endlessly useful, and leads to my favorite gameshow, which I like to call "Who wants to take a full HP water spout to the face?" The answer is of course, Palkia.
Sometimes my last resort, others a potent revenge killer, the third member of the Gen 4 trio is extremely valuable to this team. Able to OHKO and outspeed Genesect in both sun and rain, while seriously denting most of the rest of the tier. Many of my strategies hinge upon taking out anything that threatens Palkia, then mopping up.
Here's the team in importable format:
Major threats to this team:
Ho-oh in the sun: In the rain four members of this team (Kyogre, Palkia, Dialga and Giratina) can handle Ho-oh; in the sun almost none can. Rocks are extremely helpful with this, as is scouting the set and outpredicting. If you can win the weather war and keep any two of those four, Ho-oh will not bother you.
Arceus: Naturally. Ekiller and CM Ghostceus are the biggest causes of pain, both are made significantly easier to deal with by Toxic Spikes. 3x non LO Ekiller can't OHKO Giratina without hazards or crits, but that doesn't mean you should gamble on it. Dragon Tail has a tendency to miss, and if Ekiller is around 60% health Outrage is the best choice every time. Ghostceus is best handled by lulling him down into Shadow Sneak range, but it is possible to tank an unboosted Judgment.
Latias: Particulary when played cleverly, Latias can set up and sweep this team in only a few turns. Ferro in the rain using Leech Seed and Gyro ball is the best way to force her out, but Shadow Sneak can also open up an opportunity. If you manage to get Stealth Rock up or cause some damage full HP Water Spout can 2HKO.
Terrakion: The best counter this team has to (scarfed) Terrak is Giratina. Some variants can be outsped by Palkia, but I try not to bank on this. Ferro can take Close Combat from full HP and OHKO with Iron Barbs and Gyro Ball, but that is a painful way to deal with him.
Rayquaza: I debated including the most overrated Uber on this list, but the fact is it takes some good predicts and clever play to navigate past Rayquaza for a win. Bear in mind Palkia outspeeds 1x Ray.
Substitute Shuffler Gira-O: Tenta outspeeds, and trying to scald (particularly if they have no hazard layer left, or no hazards) isn't the worst idea. You also have the option to lay T-spikes. Gyro Ball will break Sub and cause some pain, but more likely than not you're going to get phazed a few times.
How to choose a lead (based on your opponent's predicted lead):
Deo-A: Kyogre. Easy way to determine the set while inflicting some pain, switch to Ferro on a predicted espeed to take him out. If he lays hazards just keep attacking.
Darkrai: Kyogre. Takes the Dark Void while revealing scarf, or breaks the sash.
Groudon: Kyogre. Waterspout never feels good, and an unwary opponent can endanger his weather inducer on turn 1. Kyogre also restricts your opponent to his dedicated counters unless she's very clever, allowing you some freedom to choose.
Forretress: Kyogre. Custap lends itself to some interesting responses, but most people will just switch to their spinblocker and try to phaze.
Almost every other poke: Tentacruel. Drop some t-spikes, use scald, scout with protect, whatever your heart desires. If it's not on this list the likelihood of an OHKO is low, or your opponent chose an uncommon lead.
Feel free to rate, hate, suggest or steal this team. I've used it long enough, time to move on. Special thanks and a warm shout out to Sweep, Resh, Hack and Call. Talking to and battling you guys made me a smarter player.
I'm conundrum on PS, and this is my team. It has served me well for two game generations, and seen only minor changes since its inception. This team has held every rank from the very top to the very bottom of the ladder, and currently floats somewhat comfortably in the top 10. It can win many weather wars, or make winning so costly for the opponent they still lose the battle. This team is capable of offense and stalling, and handles most things in Ubers quite admirably. I have simply settled on calling it "Balance," instead of something cool like "Elements of the Desert."
The team is split into three roles: offense, defense, and utility. First up, the defensive core.

Your friend and mine, Ferrothorn. Almost invincible in the rain, I have grown to hate and love Ferrothorn. His primary purpose is stalling, naturally, but he plays a pivotal offensive role as well. Latios, Latias, Ghostceus, EKiller, Giratina-O, Terrakion, and even Mewtwo are all endangered by Gyro Ball. A good predict (or an easy opportunity to attack, like being at full health) can drop many fast sweepers who could otherwise threaten the entire team. Iron Barbs are spectacular for abruptly ending Deo-A's reign of terror before it even begins, as well as punishing dragons foolish enough to outrage.

The constantly underrated wall, Tentacruel. Surprisingly bulky and endlessly useful, Tentacruel is one of my favorite defensive pokes in Ubers. Capable of outspeeding some Groudons, able to withstand any non crit attack from Kyogre, and utterly unafraid of Abomasnow or Tyranitar; Tentacruel is my preferred lead. Toxic spikes are a major help to the team, and Tentacruel's ability to clear them on entry is also very desirable. Regaining 12% of HP per turn in the rain enables some excellent stall situations, and is also useful for out stalling some walls (Chansey/Blissey in particular, but also Deo-D). Fishing for burns with Scald can tip the entire balance of a battle, and can be quite safe against many opponents.
Combined these two allow me to scout out enemy sets, lay hazards, inflict status ailments and tank hits that could destroy one of my sweepers. Next, the utility pokes.

Capable offense, impressive bulk, and Stealth Rock. What more could an ubers player want? Yes, 4 EVs in speed. I cannot tell you how useful those 4 points have been to me, as they enable many very important secondary functions. First, I can determine the speed investment of other 90 base speeds, and perhaps most importantly I can outspeed other support Dialgas and Groudons. Dialga threatens EVERYONE, OHKOs many, and puts the hurt on teams trying to phaze.

Giratina-Awesome, the mostly aptly named set I have yet encountered. I doubt I need to extoll the virtues of this set, I am eternally grateful to Reshiram for showing it to me. Giratina's primary function is checking Terrakion and Arceus, but he's also spectacular for crippling or phazing many other threats.
I use Dialga and Giratina to punish others for trying to use their utility pokemon, while allowing me set hazards or phaze.

Equal parts weather inducer, offensive threat and status eater, Kyogre is the most and least important member of this team. Against other rain teams he serves as a good scout of the enemy Kyogre, while keeping Ho-oh and Reshiram/Kyurem-W from becoming major threats. Scarf spout is endlessly useful, and leads to my favorite gameshow, which I like to call "Who wants to take a full HP water spout to the face?" The answer is of course, Palkia.

Sometimes my last resort, others a potent revenge killer, the third member of the Gen 4 trio is extremely valuable to this team. Able to OHKO and outspeed Genesect in both sun and rain, while seriously denting most of the rest of the tier. Many of my strategies hinge upon taking out anything that threatens Palkia, then mopping up.
Here's the team in importable format:
Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
IVs: 0 Atk
- Water Spout
- Surf
- Thunder
- Ice Beam
Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Surf
- Thunder
- Fire Blast
Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 56 SAtk / 196 SDef / 4 Spd
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Stealth Rock
- Aura Sphere
- Thunder
Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Atk / 208 SDef
Sassy Nature
IVs: 0 Spd
- Spikes
- Leech Seed
- Gyro Ball
- Protect
Tentacruel (M) @ Black Sludge
Ability: Rain Dish
EVs: 252 HP / 32 Def / 224 SDef
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Rapid Spin
- Scald
- Protect
Giratina-O (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 176 Atk / 248 Def / 84 Spd
Adamant Nature
- Dragon Tail
- Outrage
- Earthquake
- Shadow Sneak
Ability: Drizzle
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
IVs: 0 Atk
- Water Spout
- Surf
- Thunder
- Ice Beam
Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Surf
- Thunder
- Fire Blast
Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 56 SAtk / 196 SDef / 4 Spd
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Stealth Rock
- Aura Sphere
- Thunder
Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Atk / 208 SDef
Sassy Nature
IVs: 0 Spd
- Spikes
- Leech Seed
- Gyro Ball
- Protect
Tentacruel (M) @ Black Sludge
Ability: Rain Dish
EVs: 252 HP / 32 Def / 224 SDef
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Rapid Spin
- Scald
- Protect
Giratina-O (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 176 Atk / 248 Def / 84 Spd
Adamant Nature
- Dragon Tail
- Outrage
- Earthquake
- Shadow Sneak
Major threats to this team:
Ho-oh in the sun: In the rain four members of this team (Kyogre, Palkia, Dialga and Giratina) can handle Ho-oh; in the sun almost none can. Rocks are extremely helpful with this, as is scouting the set and outpredicting. If you can win the weather war and keep any two of those four, Ho-oh will not bother you.
Arceus: Naturally. Ekiller and CM Ghostceus are the biggest causes of pain, both are made significantly easier to deal with by Toxic Spikes. 3x non LO Ekiller can't OHKO Giratina without hazards or crits, but that doesn't mean you should gamble on it. Dragon Tail has a tendency to miss, and if Ekiller is around 60% health Outrage is the best choice every time. Ghostceus is best handled by lulling him down into Shadow Sneak range, but it is possible to tank an unboosted Judgment.
Latias: Particulary when played cleverly, Latias can set up and sweep this team in only a few turns. Ferro in the rain using Leech Seed and Gyro ball is the best way to force her out, but Shadow Sneak can also open up an opportunity. If you manage to get Stealth Rock up or cause some damage full HP Water Spout can 2HKO.
Terrakion: The best counter this team has to (scarfed) Terrak is Giratina. Some variants can be outsped by Palkia, but I try not to bank on this. Ferro can take Close Combat from full HP and OHKO with Iron Barbs and Gyro Ball, but that is a painful way to deal with him.
Rayquaza: I debated including the most overrated Uber on this list, but the fact is it takes some good predicts and clever play to navigate past Rayquaza for a win. Bear in mind Palkia outspeeds 1x Ray.
Substitute Shuffler Gira-O: Tenta outspeeds, and trying to scald (particularly if they have no hazard layer left, or no hazards) isn't the worst idea. You also have the option to lay T-spikes. Gyro Ball will break Sub and cause some pain, but more likely than not you're going to get phazed a few times.
How to choose a lead (based on your opponent's predicted lead):
Deo-A: Kyogre. Easy way to determine the set while inflicting some pain, switch to Ferro on a predicted espeed to take him out. If he lays hazards just keep attacking.
Darkrai: Kyogre. Takes the Dark Void while revealing scarf, or breaks the sash.
Groudon: Kyogre. Waterspout never feels good, and an unwary opponent can endanger his weather inducer on turn 1. Kyogre also restricts your opponent to his dedicated counters unless she's very clever, allowing you some freedom to choose.
Forretress: Kyogre. Custap lends itself to some interesting responses, but most people will just switch to their spinblocker and try to phaze.
Almost every other poke: Tentacruel. Drop some t-spikes, use scald, scout with protect, whatever your heart desires. If it's not on this list the likelihood of an OHKO is low, or your opponent chose an uncommon lead.
Feel free to rate, hate, suggest or steal this team. I've used it long enough, time to move on. Special thanks and a warm shout out to Sweep, Resh, Hack and Call. Talking to and battling you guys made me a smarter player.
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