ORAS Ubers Defensive Melodies

This is (another) team I have been laddering with for awhile, as well as using in room tours. This team is probably my favorite so far, featuring some sets I feel are rather unique and take a fun approach to checking most of the meta. It is mainly defensive, but also has a great mix of offense.

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Symphony (Ho-Oh) @ Life Orb
Ability: Regenerator
EVs: 248 HP / 184 Atk / 52 SpD / 24 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Roost

Ho-Oh is the main member of this team. It serves as my soft check for Xern, my wallbreaker, my special attack absorbent, and overall is truly the symphony that sums up the entire archetype of the team. Brave Bird is its powerful STAB and probably the most used attack, while Sacred Fire spreads burns and kills all kinds of stuff with its power. Earthquake is to increase coverage, especially against Primal Groudons that lack any kind of Rock-attack. Roost is to maintain longevity and increase its chance of staying in for a long time. Combined with Regenerator, Ho-Oh lasts awhile and is the star of my team.

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Prayer for Light (Groudon) @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Roar

Support Primal Groudon is on almost every team I've ever built. It's simply my favorite support mon and I feel like nothing really compares to it in this niche. Stealth Rock is to annoy my teammates as well as keep their birds away, while earthquake is its self explanatory STAB that can damage almost anything in the meta. Stone Edge is for opposing Ho-Oh and finishing off annoying threats, hitting most anything very hard. Roar was recently chosen over Thunder Wave to ensure that I'm set against any BP team or annoying situation, as well as scaring out birds that are damaged by SR.

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Allegro (Salamence) (F) @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Frustration
- Roost
- Refresh

Mega Salamence is definitely one of the best mons in this meta, having so much versatility. Here, I've gone with classic bulky Salamence. With Intimidate and such high defense, it is my Ekiller check, as well as a winning condition. Most people aren't sure what to do when I get this thing to +1 speed and +1 attack towards the end of the battle. I chose Dragon Dance for obvious reasons, Frustration to mess up any mon who opposes her, Roost to keep her around for awhile, and Refresh to get rid of pesky status. Salamence stays around for awhile, and although she doesn't mega evolve until later into the game, she definitely remains the biggest threat on my team along with Ho-Oh.

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Bacchanale (Xerneas) @ Leftovers
Ability: Fairy Aura
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Sleep Talk
- Rest
- Aromatherapy

Xerneas is by far the most atypical thing on my team. While I greatly appreciate its cleric support, overall it is most useful for bluffing a Geomancy set. It is my check to anything Dark- type, such as Darkrai or Yveltal, as well as being a much needed Fairy-type. Moonblast was chosen for obvious reasons, being a massive STAB with Fairy Aura. Sleep Talk and Rest are how I keep this thing around for a while, seeing as it still lives through things such as +1 Double-Edge from Mega Salamence. It's my revenge killer and bluffer, making it a fun and valuable part of my team. It has won me many matches.

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Jupiter (Latias) @ Soul Dew
Ability: Levitate
Shiny: Yes
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost

This is my Latias, so important to my team. She is my Primal Kyogre check, my Primal Groudon check, my Arceus-Ground check, and basically anything that can hit with Stone Edge and Earthquake. Although she spends most of her time defogging, her support with powerful STAB Draco Meteor and Psyshock are very important to my team. With Draco Meteor, I take away massive amounts of health from any threat, as well as using Psyshock to scout and get rid of Kyogres. Roost keeps her around for a while, and she heavily relies on using it. 0 Atk IVs to prevent her from being 1hkoed by Foul Play in last minute situations.

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Danse Macabre (Arceus) @ Stone Plate
Ability: Multitype
EVs: 248 HP / 136 Def / 124 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Will-O-Wisp
- Recover

And finally, we have my Arceus. I have chosen Arceus-Rock due to my weakness to flying types, especially Ho-Oh. It is also my backup check to Salamence, Rayquaza, and Ekiller. Calm Mind, although rarely used, allows my Arceus to increase its chances of winning a CM battle against opposing Arceus forms as well as Latis. Judgment is the powerful STAB that hurts every switch in. Will-O-Wisp is the essential burn tool that I rely on to check big threats. Finally, it has recover to stay in for as long as possible and remain the oh-so-important support mon it is for my team.

And that's my team! I'd love feedback and thoughts! Thanks for reading!
 
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