Despite being a member for a while, I don't really battle frequently, and thus is not really in-touch with the meta game. This is my attempt at Uber, and currently sitting at 1540 Elo- GXE 76. The idea behind the team is packing at many soft checks for at many threats at possible, since hard checking a single threat in Uber can be hard, and if possible, set up a baton pass for Groudon to sweep.
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Baton Pass
- Pin Missile
- Protect
The Anti Lead Deoxys - Mewtwo/Y - Darkrai. Pin missile to break Sub/ Focus sash. Protect to get a speed boost, combine with the EV and Nature, to outrun Darkrai, Mewtwo and Deoxys A; against Deoxys S better just use Pin missile twice. Maximum attack to allow Pin to hit as hard as possible. Baton Pass and Swords dance to pass boosts to P-don if the opportunity arise. Against Pokemon without phasing or a way to deal too heavy damage to P-don like Primal Kyogre without significant calm mind boost or Mewtwo both X and Y, or choice locked into resisted move or none super effective physical moves, it can use them as set up fodder for P-don by taking a moves with Focus sash and then pass. The Speed boost can also be passed to other Pokemon like Arceus Rock, Gliscor or Kyogre because I see that people tend to bring either Yveltal, Salamance, or Primal Groudon in after their suicide lead faint. In case the opposing team doesn't have/use the lead, it's best to save Scolipede for later.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Roost
- Stealth Rock
- Earthquake
- Toxic
I choose Gliscor because of its immunity to status, good synergy with the other defense cores, and reliable recovery in roost. Against Physical Don, or Lava Plum Don (when the sun is down with smart use of Kyogre switch in), it can wall them reasonably well. It can also wall Girantina A/O (although Draco Meteor variant require some good predicting to Roost at the same turn of DM), tank an Extreme Speed from +4 Extreme Killer to Toxic it in a pinch, deal with the Anti Xerneas steel type like Aegislash, Lucario, Mawile, Klefki; stalemate Mega Sabeye, and some other situational uses. Need a better EV spread, this one taken straight out of Showdown suggestion.
Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Special Defensive P-don to go with Physical Defensive Gliscor. Rest and Sleep talk to deal with status in general. Can stalemate almost all Lugia, phase Geomancy Xerneas while tanking anything it can throw at thus making it useless, absorb Dark Void, tanking special attacker in Diagal and Palkia, though Kyogre need a burn on those 2 to effectively fight back, and combine with Gliscor making a good defensive duo with burn and toxic to stall for passive damage. It can also weaken opposing P-don fire type to help Gliscor tanking them with nigh impunity.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Atk / 200 SpD
Adamant Nature
- Bullet Punch
- Roost
- Pursuit
- Toxic
Standard Uber Scizor. Because both the Primal and Gliscor tend to draw out Lati@s and Gengar, the Red Menace can simply come in and trap them with Pursuit. The EV to maximize effectiveness against Xerneas, with Toxic over U-turn because I find that slapping a timer into an obvious Primal/Yveltal/Ho oh switch in is more useful than grabbing momentum. Also server at yet another soft check for Extreme Killer with Toxic and Bullet punch. It can also help Scolipede deal with Mewtwo and Darkrai by a suicide priority when it's no longer needed. And it's pretty much the only reliable way to deal with Whimsicott and Shaymin S.
Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Defog
- Will-O-Wisp
- Recover
The Ho-oh switch in, yet another Extreme killer check, Yveltal check, Rayquaza check, Mega Kanga check, and the most solid check for Mega Salamence. Timid and max speed to at least speed tie unboosted Salamence and opposing Arceus, Judgment Rock to do His spammable Judging thing, minimum amount of Spec Attack to always OHKO standard Salamance after Stealth Rock. Defog because that move must be somewhere.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Fire Punch
- Hone Claws
The EV and Nature is to allow it to outrun most Scarf user at +2 Speed (aka the speed boost that Scolipede will most likely pass), maximum attack to ... maximize attacking power, the remaining EV into HP to maximize survivability. Stone Edge to deal with Ho-oh, Yveltal (though at +2 and after Stealth rock, Fire punch is enough), Lugia and Salamence. Earthquake (chosen over PBlades because of better accuracy) and Fire punch is the 2 main STAB that, when combine with Stone Edge, hit the majority of the tier for OHKO at +2. Hone Claws to play around Intimate switching while patch up Stone Miss accuracy. Still will NOT run PBlade in any circumstance because most of the time there won't be an opportunity to use Hone Claws.
THREATS:
-Primal Kyogre: while technically, there's no check for P-Kyogre in the team, it is a perfect setup fodder for Scolipede to Baton Pass.
-Mega Mewtwo X with Ice Beam: while Scizor can deal good damage to it, I still find it hard to deal with this guy.
-Ferrothorn: with only 1 fire move, this guy can be a pain in the ass. Though he can't do much against Scizor and Gliscor in return.
-Sticky Web: with Arceus and Scolipede heavily depend on being able to outrun the enemy, Sticky Web can be a nightmare to play against.
-Irregular move set: because this team depend a lot on prediction, I find it very hard to play against utterly weird move set (Like Fire Blast Ice Beam Low Kick Earthquake Mewtwo X, or scarfed Darkrai).
-RNJesus: With Pin Missile, Will-o-wisp, Rest Talk, Toxic, Stone Edge all can miss, a particularly sadistic RNJesus can screw me over so bad it's not funny.
So yeah, this is my feeble attempt at Uber, suggestions are welcome.
Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Baton Pass
- Pin Missile
- Protect
The Anti Lead Deoxys - Mewtwo/Y - Darkrai. Pin missile to break Sub/ Focus sash. Protect to get a speed boost, combine with the EV and Nature, to outrun Darkrai, Mewtwo and Deoxys A; against Deoxys S better just use Pin missile twice. Maximum attack to allow Pin to hit as hard as possible. Baton Pass and Swords dance to pass boosts to P-don if the opportunity arise. Against Pokemon without phasing or a way to deal too heavy damage to P-don like Primal Kyogre without significant calm mind boost or Mewtwo both X and Y, or choice locked into resisted move or none super effective physical moves, it can use them as set up fodder for P-don by taking a moves with Focus sash and then pass. The Speed boost can also be passed to other Pokemon like Arceus Rock, Gliscor or Kyogre because I see that people tend to bring either Yveltal, Salamance, or Primal Groudon in after their suicide lead faint. In case the opposing team doesn't have/use the lead, it's best to save Scolipede for later.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Roost
- Stealth Rock
- Earthquake
- Toxic
I choose Gliscor because of its immunity to status, good synergy with the other defense cores, and reliable recovery in roost. Against Physical Don, or Lava Plum Don (when the sun is down with smart use of Kyogre switch in), it can wall them reasonably well. It can also wall Girantina A/O (although Draco Meteor variant require some good predicting to Roost at the same turn of DM), tank an Extreme Speed from +4 Extreme Killer to Toxic it in a pinch, deal with the Anti Xerneas steel type like Aegislash, Lucario, Mawile, Klefki; stalemate Mega Sabeye, and some other situational uses. Need a better EV spread, this one taken straight out of Showdown suggestion.
Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Special Defensive P-don to go with Physical Defensive Gliscor. Rest and Sleep talk to deal with status in general. Can stalemate almost all Lugia, phase Geomancy Xerneas while tanking anything it can throw at thus making it useless, absorb Dark Void, tanking special attacker in Diagal and Palkia, though Kyogre need a burn on those 2 to effectively fight back, and combine with Gliscor making a good defensive duo with burn and toxic to stall for passive damage. It can also weaken opposing P-don fire type to help Gliscor tanking them with nigh impunity.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Atk / 200 SpD
Adamant Nature
- Bullet Punch
- Roost
- Pursuit
- Toxic
Standard Uber Scizor. Because both the Primal and Gliscor tend to draw out Lati@s and Gengar, the Red Menace can simply come in and trap them with Pursuit. The EV to maximize effectiveness against Xerneas, with Toxic over U-turn because I find that slapping a timer into an obvious Primal/Yveltal/Ho oh switch in is more useful than grabbing momentum. Also server at yet another soft check for Extreme Killer with Toxic and Bullet punch. It can also help Scolipede deal with Mewtwo and Darkrai by a suicide priority when it's no longer needed. And it's pretty much the only reliable way to deal with Whimsicott and Shaymin S.
Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Defog
- Will-O-Wisp
- Recover
The Ho-oh switch in, yet another Extreme killer check, Yveltal check, Rayquaza check, Mega Kanga check, and the most solid check for Mega Salamence. Timid and max speed to at least speed tie unboosted Salamence and opposing Arceus, Judgment Rock to do His spammable Judging thing, minimum amount of Spec Attack to always OHKO standard Salamance after Stealth Rock. Defog because that move must be somewhere.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Fire Punch
- Hone Claws
The EV and Nature is to allow it to outrun most Scarf user at +2 Speed (aka the speed boost that Scolipede will most likely pass), maximum attack to ... maximize attacking power, the remaining EV into HP to maximize survivability. Stone Edge to deal with Ho-oh, Yveltal (though at +2 and after Stealth rock, Fire punch is enough), Lugia and Salamence. Earthquake (chosen over PBlades because of better accuracy) and Fire punch is the 2 main STAB that, when combine with Stone Edge, hit the majority of the tier for OHKO at +2. Hone Claws to play around Intimate switching while patch up Stone Miss accuracy. Still will NOT run PBlade in any circumstance because most of the time there won't be an opportunity to use Hone Claws.
THREATS:
-Primal Kyogre: while technically, there's no check for P-Kyogre in the team, it is a perfect setup fodder for Scolipede to Baton Pass.
-Mega Mewtwo X with Ice Beam: while Scizor can deal good damage to it, I still find it hard to deal with this guy.
-Ferrothorn: with only 1 fire move, this guy can be a pain in the ass. Though he can't do much against Scizor and Gliscor in return.
-Sticky Web: with Arceus and Scolipede heavily depend on being able to outrun the enemy, Sticky Web can be a nightmare to play against.
-Irregular move set: because this team depend a lot on prediction, I find it very hard to play against utterly weird move set (Like Fire Blast Ice Beam Low Kick Earthquake Mewtwo X, or scarfed Darkrai).
-RNJesus: With Pin Missile, Will-o-wisp, Rest Talk, Toxic, Stone Edge all can miss, a particularly sadistic RNJesus can screw me over so bad it's not funny.
So yeah, this is my feeble attempt at Uber, suggestions are welcome.
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