Lower Tiers DPP Ubers Discussion Hub

Tomahawk

waiting for the colour of spring
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DPP Ubers Discussion Hub

(Artwork WIP)

This thread will function as the place for everything DPP Ubers related - viability rankings, metagame discussion, replays, team dumps, underrated sets, you can all post it here. Don't worry about not being familiar enough with the meta to post either, anyone can post questions or fun and cool things they encountered or thought of!

Resources (if you have anything to add, just let me know and I will):
Ubers Old Gen Hub - Viability rankings can also be found there, and should be update soon-ish
Viability Rankings (old)
Sample Teams
Speed Tiers
Basic & Advanced Guide to DPP Ubers - Relatively dated, but still useful
Iris' Lead Guide
Lasen's Lead Guide - More recent than Iris' guide
Sleep Mechanics - This is a Darkrai tier after all​
 
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Tomahawk

waiting for the colour of spring
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Since UPL and DPP PL are also both in finals week and coming to a close, I'm gonna tag all players who played DPP Ubers in either of these tours. To all these players: please share your experience playing this tier and building for it in these tours! Share your teams, game recaps, sets, meta notes, whatever, it is all welcome :)

UPL: Highlord BKC Chill Shadow Tomahawk SoulWind Inspirited obii Terracotta Void Lord Thorx steelskitty Aishia
DPP PL: Skysolo steelskitty 64 Squares byronthewellwell col49 Zayele JabbaTheGriffin Staxi TSR Finchinator Emeral Safes Fc M Dragon Lord Thorx Lauriane Luna's Banned now johnnyg2 Lasen

I will also personally share my thoughts in a couple of days, of course.
 

Lasen

I CAN fly! And BLAZE like the sun!
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Since UPL and DPP PL are also both in finals week and coming to a close, I'm gonna tag all players who played DPP Ubers in either of these tours. To all these players: please share your experience playing this tier and building for it in these tours! Share your teams, game recaps, sets, meta notes, whatever, it is all welcome :)

UPL: Highlord BKC Chill Shadow Tomahawk SoulWind Inspirited obii Terracotta Void Lord Thorx steelskitty Aishia
DPP PL: Skysolo steelskitty 64 Squares byronthewellwell col49 Zayele JabbaTheGriffin Staxi TSR Finchinator Emeral Safes Fc M Dragon Lord Thorx Lauriane Luna's Banned now johnnyg2 Lasen

I will also personally share my thoughts in a couple of days, of course.
this didn't @ me for some reason. Also, I have a more up-to-date lead guide that I worked on which Jackie hid in FARceus resources, I don't know why.
As an aside, I wanted to do a more in-depth lead guide that ranks all leads and what each one does but it got pushed aside due to irl - I might slowly pick it back up soon now that it's summer time.
 

Tomahawk

waiting for the colour of spring
is a Tutoris a Forum Moderatoris a Team Rater Alumnusis a Smogon Media Contributor Alumnus
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this didn't @ me for some reason. Also, I have a more up-to-date lead guide that I worked on which Jackie hid in FARceus resources, I don't know why.
As an aside, I wanted to do a more in-depth lead guide that ranks all leads and what each one does but it got pushed aside due to irl - I might slowly pick it back up soon now that it's summer time.
Highlord BKC Chill Shadow Tomahawk SoulWind Inspirited obii Terracotta Void Lord Thorx steelskitty Aishia
Skysolo steelskitty 64 Squares byronthewellwell col49 Zayele JabbaTheGriffin Staxi TSR Finchinator Emeral Safes Fc M Dragon Lord Thorx Lauriane Luna's Banned now johnnyg2 Lasen

Hopefully the tags work now! If this is the first message you see, please scroll up to post #2
 

Inspirited

Moving Ever Forward
is a Contributor Alumnus
So I had some problems following the metagame this year and it definitely showed in my mediocre (at best) season. I went into it wanting bring fatter Groudon + Jirachi/Heatran/Skarm + flex Dialga anchored things that I used to have quite a degree of comfort with. However, the more I tried to bend and shape them to fit my opponents and the more I got Terracotta to share his criticism of what I had built began to reveal just how flawed these types of teams are. There is a lot of stuff to cover and these teams just don't do it as well as their counterparts unless you really have a strong read and this just happens to fit the bill. They aren't what I would call solid anymore and that was a bit of a shocker. That being said, the one week I did build and bring it is one I definitely could have won despite being outplayed, out-teched (that lumchomp was brutal), and out-lucked but I could chalk that up to a match-up fish with Trick Room Dialga and a couple of preplanned plays I would have to make.

The Bulk Up Dialgas returning really punished the low amount of stacking + phazing that is currently in play. Their issues still exist but they tend to make the team or team choice in general unstable. There are many things that can just run up on you and ruin your day in this tier and this one just happened to be forgotten until recently. How we adapt balances for this without making things unstable elsewhere is still somewhat unclear to me.

Other than that, none of Weavile's issues have gone away with it being unable to reliably limit Deo-S to 1 hazard while also being safe from Superpower; I can say the hack HO (Froslass/Deo-S, Groudon, Dialga, Mewtwo, Lucario, Latios) is still pretty darn brutal if anything goes its way and Swift Swim is as strong as ever; And I do think we are due for a rise in Specs Kyogre stuff again which may seem counterintuitive with Tentacruel usage being as high as it is, but I do have a few ideas on how to fit it in meta again.

Overall, this year felt very MU fishy (a detail that says I should have listened to Terracotta more) from my perspective and I think that stemmed from my losing sight of where the metagame was going until my season was already over. There is quite the amount of forces driving it forward currently and all I can do is do my best to see where they lead.
 

Emeral

toward new horizons
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First of all, I would like to mention that I'm not an Ubers expert at all. However, I wanted to share some of thoughts because I felt like it might be interesting to have the point of view from a builder that had no previous experience. If you are interested in the DPP PL game from where this team comes from, you can click here to watch the replay.

The (legit?) team with the OU guys!!!!

Capture.PNG

My starting point was that Spikes are excellent. With the wonderful spinblocker that is Giratina-O compared to the shit spinners that are Tenta, Forry or Kabutops and with all of the Dialga, Palkia, Kyogre, Jirachi, Groudon, Garchomp, Mewtwo etc... that are dominating and vulnerable to Spikes, it makes a lot of sense that Spikes can be used to both force the issue in terms of progress and to keep threats under control.

1/ spikes keep pretty much everything under control as long as I have tools to generate offensive momentum.

If my opponent is forced to switch out as I threaten it, but it can not because of spikes then im gonna force kills. However, i need to be worry about opposing Spikes existing as well, so I basically wanted to have a way to get a favorable matchup in those spikes war. Enter Scarf Flygon:

flygon.png

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- U-turn
- Dragon Claw


Why scarf Flygon in Ubers?
  • Scarf Flygon's coverage is able to hit most of the metagame of super effective or at least neutral damage. What is not hit super effectively like Groudon or Kyogre takes Spikes damage that compensates for its only 100 BS Attack. Staples such as Dialga, Jirachi, Giratina, Kyogre, Lati@s, Groudon, Palkia, Garchomp, Darkrai etc.. are vulnerable to Flygon + Spikes.
  • 100 BS Speed is more than enough to threaten everything non-scarfed. 100 BS attack is respectable with STAB Earthquake / STAB Outrage or Dragon Claw notably because it will hit super effectively most of the time.
  • U-turn hits Lati@s, Mewtwo and Darkrai supper effectively
  • Flygon is immune to Spikes and Toxic Spikes where there is no Clefable bullshit: everything is timered; ressources are counted, switches are limited.

2/ Setting up spikes reliably

I was kinda hyped by Skarmory at first glance, I think it does a GJ at shrugging off some attacks and generating momentum out of that. However, using Skarmory as a Spiker means that Spikes may be delayed as it 1) needs to find an opportunity to enter the field 2) need to stay healthy + it conceeds momentum by offering switches on Spikes turn. Considering how fast this metagame is, it's inevitable that some games are going to spiral out of control / im gonna have to conceed a lot of ressources to get those up when using Skarmory if it doesnt have a golden matchup.

So yeah, went with the easy way: suicid lead Froslass or Deoxys, Spikes are so reliable that its worth conceeding a slot for those. I liked that Froslass was pretty good against Deoxys/Tentacruel which puts me off to a good start against what's trendy.

froslass.png

Froslass (F) @ Focus Sash
Ability: Snow Cloak
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Icy Wind
- Shadow Ball
- Destiny Bond


Good old Froslass, Taunt felt non-needed. I would rather get all my hazards up than spending a turn to prevent Stealth Rock. I thought Skarmory was uncommon enough to the point where I could go tauntless without much drawbacks. On top of that, Froslass does have Destiny Bond, which might clutch some games.

3/ Keeping Spikes up reliably

giratina-origin.png

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 52 Atk / 200 Def / 200 SpA / 56 Spe
Rash Nature
- Draco Meteor
- Earthquake
- Shadow Sneak
- Will-O-Wisp


Spinblocking, nothing will spin, got slapped naturally. Giratina looks like both an excellent hazards keeper and abuser. Steel-types won't appreciate the Spiky Draco Meteors + smthg like Lati@s wanting to switch out of Shadow Sneak makes Spikes proactive, again its all about forcing the issue. Will-o-Wisp for Skarm. Defense EVs are nice for Groudon and such.

4/ Shrugging off Uber powerhouses + generating momentum out of that

tyranitar.png

Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 188 HP / 64 Atk / 252 SpD / 4 Spe
Adamant Nature
- Stealth Rock
- Crunch
- Pursuit
- Superpower


Usually in OU, people tend to dislike rocks Ttar for justifications that I can understand. There are indeed a lot of physically oriented powerhouses flying around like Breloom notably, physicals HOs, Jirachi being the main pivot steel type everywhere etc.. Many stuff that may put you on the backfoot when using SR Ttar. However in ubers, the balance is reversed as special threats are dominating and even the main pivot steel type, Dialga, is specially oriented. Those facts mean that Ttar should be able to find opportunities to enter the field while not opening up the door freely to some annoying powerhouses.

Why Ttar in ubers?
  • THE SAND: weather reset, damage sticking, abusing sand immune mons
  • The combination of Ttar + Quagsire + Spikes makes Kyogre extremely pressured/Rain strategies hampered
  • The uber metagame is full of special threats that Ttar can shrug off + many of them are pursuitable. Ofc there are the Lati@s twins, Giratina but even smthg like Choiced Palkia or Kyogre is fairly pursuitable.
  • Ttar hits hard and the most popular pivot steel, Dialga, is weak to Superpower. From what I've seen, "CTRL F Ttar switch ins: no result" isnt uncommon. People like to rely on offensive momentum + 1 pivot like Groudon or Dialga to hold on threats but in the case of Ttar, Spikes pressuring those options is smthg I like. Same for Kyogre, switching into Crunch + Spikes is death sentence
Using Flygon and Ttar obviously opens up some defensive holes, especially for Kyogre. Enter the Quag:
quagsire-f.png

Quagsire @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Toxic/Earthquake
- Encore
- Recover
- Yawn


Why Quagsire tho?
  • It's always interesting to pair sandstorm immune mons with Ttar as damage sticking vs healing in sand makes a significant difference vs stuff like Giratina, Palkia or Kyogre
  • Quagsire is a blanket check to Kyogre and provides some help against Dialga or Jirachi. Can tank random hits..
  • Encore + yawn means that Quag will force the threat out in a way or another as I dont wanna rely on its pitful 85 BS Attack to trade with Uber powerhouses. In a metagame where switches are limited, free turns it gets should end up bein rewarding
  • QUAG IS SICK
As a result with this specific setup, Quag is a mix between an offensive tool that goes forward and a pivot that denies progress. Felt like some powerhouses in Ubers are so strong and centralizing that using blanket checks specifically for them is worth it. Especially if they fit the dynamic of the team and provide valuable defensive utility outside of what they're supposed to check. Earthquake or Toxic, not sure which one I prefer for that slot.

5/ Fitting the remaining holes and abusing the mechanics of the team

jirachi.png

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Iron Head
- Fire Punch
- Body Slam


Jirachi is supposed to do the same thing it does in OU. I think I can already imagine people being like "Yoo wooow wtf are you doing those kind of sets don't work in ubers" LOL.

Why Protect 3 Atks Jirachi in ubers?
  • Dragon resistance, Outrage locks punisher
  • 100 BS is pretty interesting speed tier for ubers as it outspeeds Rayquaza, Groudon, Giratina, Dialga and ties with fully invested Palkia
-> Jirachi is pretty unique as it's the only Dragon resist with that speed tier, no other steel-type could fit such a niche for this squad.
  • Spikes abuser: most of its switchin ins, are limited by spikes. To name a few, we have Groudon, Kyogre and Palkia that are the most common go-to Jirachi and all of those get weakened by Spikes
  • Sand immune is obviously good alongside Tar and Flinch + Protect combo. Like in OU, surviving a hit, paralyzing then flinching down to full health is.. possible? like why not LOL I feel like Jirachi could quickly spiral out of control, even in ubers although it's way squishier.
  • Status: Jirachi is known for being able to survive pretty much so it is likely many trades are gonna end up in Jirachi's favor if Body Slam lands
  • Jirachi is Jirachi, it could flinch a whole Groudon if you asked him to do so. With Spikes easing it, it looks like it could do some interesting stuff.

Max speed for the speed tie with Palkia why not lol and max Atk because its not that strong and I don't wanna be healing Kyogre with Iron Head. My reasoning here was that Jirachi could act as a potentiel finisher if the right conditions are met or in any case apply some pressure/make progress forward.

I wish I could go a bit more in depth but my free time is pretty limited lately so I'll stop there. As I said, im absolutely not an Ubers expert, just experiencing for fun :) Let me know

team: https://pokepast.es/99024a3bb6b264c8
 
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JabbaTheGriffin

Stormblessed
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I don't normally do these topics but I love DPP Ubers so much I'll drop a fly by on this. Here are the teams I made this season:
https://pokepast.es/3a5316d18b485a93
https://pokepast.es/2fe9d1624a1d674f
https://pokepast.es/430fca5951790d33

I think I'm missing one but I forget what I did with it.

Most boomers probably know I was a very active DPP Ubers player back in the shoddy days. Back then, the meta had obviously not fully evolved and I would say the biggest difference is the lead metagame. Back then, it had not nearly been optimized. Near the tail end of the meta and then subsequent early PLs and random tournaments, you sort of saw a full transition into the lead meta you see today. And I would say it hasn't really evolved too much since then. A few mons have snuck in, but they're not SUPER viable and very fishy imo (Tenta being the biggest example). I will say though, that while the lead matchup is obviously a big factor in early momentum, it feels less determinative than it does in OU (and OU even isn't THAT determinative). You can get hosed in the lead mu and still win pretty easily. Still not sure what I think the most consistent of the leads is. Would need more play to figure that out.

I brought pretty much the same style of teams I used to run back in the day, just updated to match current trends. I've always been a big proponent of the easiest way to win in DPP Ubers is to click Draco Meteor and other orbed attacks. To that end, a couple mons I used this season that I wasn't big on in the past were Latios and Mewtwo. Latios felt great, Mewtwo felt like a mediocre one for one. Dialga, as always, is the MVP. Most people scarfed it, but offrocks put in the same work for me now as it did 12 years ago. I used G-O a lot more than I used to and while it reminded me why I trended away from it, the defensive utility on offense is sometimes too hard to give up.

One pairing that is in vogue right now that I'm really high on is Ogre + Kingdra. A lot of off just folds to the late game Kingdra and people are a bit loose with keeping their Don healthy.

Anyway, meta is still great and hopefully I get to run some more up next year in either UPL or DPPPPPPPPL.
 
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Tomahawk

waiting for the colour of spring
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I think within the current metagame a lot of players tend toward the same Gira-O + Dialga structures regularly, which for me personally meant that when I scouted for UPL pretty much every week I noticed I was prepping partially for this. I think that means a very important part of any team is having a way of beating or having an advantage against this standard kind of team (kind of like the Lax / Zap / Cloy / Golem / Gar structures in GSC but with more variability).

UPL
| 1 | Dialga | 47 | 78.33% | 48.94% |
| 2 | Giratina-Origin | 35 | 58.33% | 51.43% |


DPP PL
| 1 | Dialga | 49 | 87.50% | 46.94% |
| 2 | Giratina-Origin | 38 | 67.86% | 42.11% |


UPL
| 1 | Giratina-Origin / Dialga | 27 | 45.00% | 44.44% |

DPP PL
| 1 | Giratina-Origin / Dialga | 33 | 58.93% | 39.39% |

Dialga itself has insane usage, while Gira-O's usage is also very high. Both tournaments show a very high usage rate of the Gira-O + Dialga core, both hovering around half of all teams using it. Interesting to note is the below 50% win rate, but I think that's a general tendency of mons or combos with this high usage.

Obviously, that leaves half of all teams not using this core, but even then there is a not-insignificant portion maintaining similar structures to the typical Gira-O + Dialga team, just with one of the two being replaced for a mon with similar functions (such as Latias, Jirachi, Lugia, Heatran, etc.).

I'll post some sets/mons here that I noted during UPL that I quite like for this purpose. EV spreads are simplified by the way, consider tuning them to your liking.


Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Calm Mind
- Surf
- Ice Beam
- Rest

I only ever used Tail Glow Manaphy before this, but when I realized how good Calm Mind Manaphy is vs standard non-Roar Dialga I had to bring this (and I did, twice). When you consider the most common team structure, Dialga is often relied on as the Kyogre check. When it can not check this Manaphy, that leaves very little options for them to not lose to this. It beats support Dialga by virtue of Calm Mind meaning it tanks Thunder easily, Rests off any damage and Hydration preventing para shenanigans. It can also set up Scarf and Specs Dialga by Calm Minding up and stalling out the 8 Thunder PP.


Ho-Oh @ Leftovers / Lum Berry
Ability: Pressure
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Substitute / Earthquake
- Roost

Ho-Oh can really beat up some teams like no other, whether it is midgame SubRoost or lead Lum / Band. Very hard to switch in on and also just tanks a lot of strong hits surprisingly well. It also really helps that stuff like Groudon rarely uses Edge anymore (cause Dragon Claw is mostly better exactly for Gira-O. Consider a standard Gira-O / Dialga core and its common partners and it's clear that this mon wrecks havoc and is hard to not lose 2 mons to it. However there is a clear downside: its major Stealth Rock weakness. This means it pretty much only works on Sun teams or as a lead.


Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Crunch

Not perfect against every Gira-O + Dialga team, cause this does get checked by Scarf Dialga, as in my game vs Highlord. However, even then it could claim several kills with how threatening it is. I personally like Adamant with some para support, as it is incredibly easy to paralyse Gira-O with a Thunder Wave groudon, but you can also go for Jolly and just outspeed or go for the tie (though most aren't max+ anymore). This also removes the need for Spikes for me that everyone feels is necessary for Luke, but I find Spikes + Luke to be a little limiting teambuilding wise.


Dialga @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dragon Pulse
- Fire Blast / Earth Power
- Thunder / Earth Power

This could be another strong Dragon type (Latios comes to mind), I just think Specs Dialga is incredible. I personally also find myself guilty to use Dialga as a Dragon-type switchin, which ordinarily works but is also abusable as it does not resist anything. I think special attackers also appreciate the lower use of Blissey recently because it's very hard to find anything else that consistently switches into this. Draco Meteor mauls any non-resist and even some of those don't enjoy taking one. Last two moves allow you to nail one if you're confident. The downside is that you can't use support or Scarf Dialga.



I don't remember if I actually used this in UPL, but clearly good vs Gira-O + Dialga. No set cause there are plenty of options, but you should stick to either Swords Dance or Scarf. I've messed around with Stealth Rock @ Haban sets, but it pretty much wastes Garchomp's best features. The point being: threaten shit with the best Dual STABs in the game. Gira-O and Dialga are both weak to it, Groudon is commonly specially defensive nowadays, other stuff is easy to chip into range. Its only real issues are Bronzong and Skarmory but those are managable (try Life Orb Aqua Tail or Fire Fang in rain or sun if you really want to beat those), and even faster mons. Scarf is probably the more consistent, but gives your opponent room to predict or abuse locked turns. Swords Dance, possibly with Salac and/or Sub to avoid Lati revenge kills, seems like it can really mess with standard teams.


Hariyama @ Toxic Orb
Ability: Guts
EVs: 40 HP / 216 Atk / 252 SpD
Adamant Nature
- Fake Out
- Close Combat
- Payback
- Bullet Punch

This one is not so much an anti Gira-O / Dialga mon, but it still matches up quite nicely vs those teams. This is just one of many random mons I tried to get to work like half a year ago, and this is really the only one that ended up being good (rip Yanmega, Smeargle, Rhyperior, etc). I love this set as a lead, and I really wanted to use it during UPL but did not end up finding the perfect week for it (but almost used it vs SoulWind). It essentially does the same thing vs almost every lead but does it very well, I think it only really loses to Ho-Oh, Kyogre and Mewtwo leads. Fake Out + Payback + BP KOes through any amount of bulk + Colbur for Deo-S, limiting it to one layer, as well as other Spikes leads like Froslass, Deo-A, Tenta, etc. It also has Toxic Orb so it beats Darkrai, beats Tyranitar, etc. It's also just hard to switchin, cause it hits hard and tanks a lot more than you might expect it to: your first instinct might be a Gira-O switchin, but it can't KO with Draco and just gets Paybacked. Be careful to not allow too much pivoting though, or the poison damage can add up.
 

Zayele

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Moderator
Hi everyone, I've made a set compendium for most mons on the VR (omitted D rank and a few C- ranked mons). The motivation to make this came from being annoyed at the datedness of the analyses on-site, especially with how doing damage calculations is cumbersome with the absence of many common sets (SpDef Groudon, specially offensive mixed Giratina-O, etc etc). With that in mind, Lauriane and I made a paste of all the sets in the compendium that can be imported into the calculator, and I hope this can also be helpful for others to look at and find a spread / set if necessary.

When using the paste, be careful of the natures on mixed attackers - the worst culprits are probably the coverage moves on Deo-S, and Hasty / Naive on mixed Rayquaza. 'Itemless' refers to non-boosting items like Choice Scarf / Leftovers, and most of the +speed sets are left with a Docile nature in case of needing to calc an unexpected mixed set. Every set in the paste has four attacks that we chose as most likely to be seen, but in some edge cases (Blissey, Giratina-O) this leads to the presence of useless moves or not enough slots.

Feel free to message me if you notice any errors/lacunae.

:dialga: Dialga
Dialga @ Leftovers
Ability: Pressure
EVs: 240 HP / 244 SpD / 24 Spe
Calm Nature
- Stealth Rock
- Dragon Pulse
- Thunder / Flamethrower / Earth Power
- Roar / Thunder Wave / Protect / Toxic

Dialga @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
- Draco Meteor
- Dragon Pulse
- Fire Blast / Thunder
- Sleep Talk / Thunder / Earth Power

Dialga @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe OR 144 HP / 252 SpA / 112 Spe
Timid / Modest Nature
- Draco Meteor
- Dragon Pulse
- Thunder / Earth Power / Aura Sphere
- Fire Blast

Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Sassy / Careful Nature
- Bulk Up
- Dragon Claw / Outrage
- Rest / Substitute
- Thunder / Sleep Talk / Roar

Dialga @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP
- Draco Meteor
- Fire Blast / Aura Sphere
- Thunder / Earth Power
- Stealth Rock

Dialga @ Expert Belt
Ability: Pressure
EVs: 144 Atk / 252 SpA / 112 Spe
Mild Nature
- Draco Meteor
- Outrage / Brick Break
- Fire Blast
- Thunder / Earth Power


:kyogre: Kyogre
Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 108 Def / 92 SpA / 48 SpD / 12 Spe
Modest Nature
- Calm Mind
- Hydro Pump
- Ice Beam
- Thunder Wave

Kyogre @ Lum Berry
Ability: Drizzle
EVs: 144 HP / 252 SpA / 112 Spe
Modest Nature
- Hydro Pump
- Thunder Wave
- Ice Beam
- Thunder / Water Spout

Note: This is the standard Lum lead set.

Kyogre @ Leftovers
Ability: Drizzle
EVs: 240 HP / 244 Def / 24 Spe
Bold / Modest Nature
- Surf
- Calm Mind
- Rest
- Sleep Talk

Kyogre @ Choice Specs
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe OR 80 HP / 252 SpA / 176 Spe
Timid / Modest Nature
IVs: 0 Atk
- Water Spout
- Surf / Hydro Pump
- Ice Beam
- Thunder

Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Modest Nature
- Water Spout
- Hydro Pump / Surf
- Ice Beam
- Sleep Talk / Thunder


:giratina-origin: Giratina-Origin
Note: Giratina-O has many possible spreads, feel free to edit as necessary.

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 52 Atk / 204 SpA / 252 Spe OR 52 Atk / 200 Def / 200 SpA / 56 Spe
Naive / Rash Nature
- Draco Meteor
- Shadow Sneak
- Thunder / Hidden Power Fire
- Earthquake / Roar / Outrage / Will-O-Wisp

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 144 HP / 252 SpA / 112 Spe
Modest Nature
- Dragon Pulse
- Calm Mind
- Substitute
- Aura Sphere / Thunder / Earth Power

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 84 HP / 216 Atk / 96 SpD / 112 Spe
Adamant Nature
- Shadow Sneak
- Outrage
- Earthquake
- Dragon Claw

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 200 Def / 196 SpA / 112 Spe
Modest Nature
- Dragon Pulse
- Calm Mind
- Rest
- Sleep Talk


:darkrai: Darkrai
Darkrai @ Life Orb / Leftovers / Lum Berry
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot / Thunder
- Dark Void
- Dark Pulse
- Focus Blast / Substitute

Darkrai @ Choice Scarf
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Dark Void
- Dark Pulse
- Ice Beam / Focus Blast / Nasty Plot / Thunder Wave

Darkrai @ Chople Berry / Focus Sash / Lum Berry
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Void
- Dark Pulse
- Taunt
- Thunder Wave / Will-O-Wisp

Note: This is a dedicated lead set; the scarf set is also usually (but not always) a lead.

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 Atk / 4 Def / 252 Spe
Hasty Nature
- Dark Void
- Pursuit / Sucker Punch
- Brick Break / Focus Blast / Focus Punch
- Thunder / Ice Beam / Swords Dance / Substitute


:groudon: Groudon
Groudon @ Leftovers
Ability: Drought
EVs: 248 HP / 8 Def / 252 SpD
Careful / Sassy Nature
- Stealth Rock
- Earthquake
- Dragon Claw / Lava Plume
- Thunder Wave / Toxic / Roar

Note: You can use a physically defensive spread of 252 HP / 204 Def / 52 Spe with an Impish nature as well on certain builds.

Groudon @ Leftovers / Life Orb / Lum Berry
Ability: Drought
EVs: 112 HP / 248 Atk / 148 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Fire Punch / Swords Dance
- Rock Polish

Groudon @ Leftovers
Ability: Drought
EVs: 200 HP / 196 Atk / 112 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Thunder Wave
- Fire Punch / Dragon Claw


:latias: Latias
Latias @ Soul Dew
Ability: Levitate
EVs: 112 HP / 204 SpA / 192 Spe
Timid Nature
- Calm Mind
- Dragon Pulse / Draco Meteor
- Thunder / Grass Knot / Roar / Refresh
- Recover

Latias @ Soul Dew
Ability: Levitate
EVs: 104 HP / 208 SpA / 196 Spe
Timid Nature
- Draco Meteor
- Hidden Power Fire
- Grass Knot / Thunder Wave
- Recover


:deoxys-speed: Deoxys-Speed
Deoxys-Speed @ Choice Scarf
Ability: Pressure
EVs: 248 HP / 164 Def / 96 SpD
Calm / Bold Nature
- Spikes
- Taunt / Stealth Rock
- Trick
- Thunder Wave / Superpower

Deoxys-Speed @ Colbur Berry
Ability: Pressure
EVs: 252 HP / 164 SpD / 92 Spe
Jolly Nature
- Superpower
- Extreme Speed
- Spikes
- Shadow Ball / Stealth Rock

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Extreme Speed / Superpower / Psycho Boost
- Stealth Rock
- Spikes

Deoxys-Speed @ Colbur Berry / Focus Sash
Ability: Pressure
EVs: 100 HP / 156 SpA / 252 Spe
Timid Nature
- Psycho Boost
- Taunt
- Spikes
- Stealth Rock / Shadow Ball

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 80 Atk / 252 SpA / 176 Spe
Rash Nature
- Spikes
- Shadow Ball / Signal Beam
- Extreme Speed
- Psycho Boost / Hidden Power Fire


:mewtwo: Mewtwo
Mewtwo @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Aura Sphere
- Ice Beam
- Self-Destruct
- Fire Blast / Thunder

Mewtwo @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Aura Sphere / Thunder / Flamethrower
- Recover / Taunt

Mewtwo @ Leftovers
Ability: Pressure
EVs: 200 HP / 212 SpD / 96 Spe OR 200 HP / 212 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Ice Beam / Aura Sphere
- Will-O-Wisp
- Recover

Note: If using Aura Sphere, change to 216 Spe.

Mewtwo @ Choice Scarf
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Aura Sphere / Self-Destruct
- Grass Knot / Thunder
- Self-Destruct / Trick

Mewtwo @ Lum Berry / Life Orb
Ability: Pressure
EVs: 252 SpA / 40 SpD / 216 Spe
Hasty Nature
- Flamethrower / Low Kick / Psychic
- Signal Beam
- Icy Wind
- Self-Destruct

Note: This is a lead set.


:jirachi: Jirachi
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- U-turn / Thunder Wave / Body Slam / Thunder
- Wish
- Protect / U-turn / Stealth Rock

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- Trick / Healing Wish
- U-turn


:tyranitar: Tyranitar
Tyranitar @ Focus Sash
Ability: Sand Stream
EVs: 176 Atk / 80 SpA / 252 Spe
Hasty Nature
- Crunch
- Fire Blast
- Superpower / Low Kick / Earthquake / Thunder Wave
- Stealth Rock

Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 248 HP / 112 Atk / 80 SpA / 68 SpD
Brave Nature
- Superpower / Low Kick
- Fire Blast
- Payback
- Stealth Rock / Pursuit / Stone Edge

Tyranitar @ Leftovers / Custap Berry / Chople Berry / Shuca Berry
Ability: Sand Stream
EVs: 248 HP / 48 Atk / 212 SpD
Sassy Nature
- Pursuit
- Payback / Crunch
- Fire Blast / Stealth Rock
- Superpower / Low Kick / Thunder Wave

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 192 HP / 252 Atk / 64 SpD
Adamant Nature
- Pursuit
- Payback / Crunch
- Low Kick / Superpower / Earthquake
- Stone Edge

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Superpower / Low Kick

Tyranitar @ Lum Berry / Shuca Berry / Chople Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Crunch / Stone Edge
- Earthquake
- Dragon Dance


:latios: Latios
Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind / Surf
- Draco Meteor / Dragon Pulse
- Thunder / Grass Knot
- Recover

Latios @ Soul Dew
Ability: Levitate
EVs: 56 HP / 252 SpA / 200 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Grass Knot / Calm Mind
- Recover


:rayquaza: Rayquaza
Rayquaza @ Focus Sash / Lum Berry / Life Orb / Custap Berry
Ability: Air Lock
EVs: 40 Atk / 252 SpA / 216 Spe
Hasty / Mild Nature
- Draco Meteor
- Fire Blast
- Earthquake / Brick Break / Stone Edge
- Extreme Speed

Note: This is the lead set for Rayquaza; the Life Orb variant can be used midgame as well and may rarely run Outrage over EQ or Brick Break. Only use a Mild nature on the lead set if you opt for that; you can also drop the Atk EVs and run maximum speed.

Rayquaza @ Life Orb / Lum Berry / Haban Berry
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly / Adamant Nature
- Dragon Dance
- Outrage
- Overheat
- Earthquake / Extreme Speed

Rayquaza @ Life Orb / Silk Scarf
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Dragon Claw
- Extreme Speed
- Earthquake / Overheat / Outrage


:garchomp: Garchomp
Garchomp @ Choice Scarf
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- Sleep Talk

Garchomp @ Haban Berry / Life Orb
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Outrage / Aqua Tail / Fire Fang
- Swords Dance

Garchomp @ Salac Berry
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Substitute
- Swords Dance


:palkia: Palkia
Palkia @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Hasty Nature
- Spacial Rend
- Surf / Hydro Pump
- Thunder / Fire Blast
- Draco Meteor / Outrage

Palkia @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spacial Rend
- Hydro Pump / Surf
- Thunder / Fire Blast
- Draco Meteor

Palkia @ Lustrous Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Hasty Nature
- Spacial Rend
- Thunder / Draco Meteor
- Hydro Pump
- Fire Blast / Outrage / Focus Punch

Palkia @ Haban Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spacial Rend
- Surf
- Thunder
- Draco Meteor

Palkia @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpD / 4 Spe
Careful / Sassy Nature
- Bulk Up
- Outrage / Dragon Claw
- Aqua Tail / Thunder
- Rest


:skarmory: Skarmory
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 16 Def / 240 SpD OR 248 HP / 16 Def / 192 SpD / 52 Spe
Impish Nature
- Spikes
- Roost
- Whirlwind
- Toxic / Taunt


:forretress: Forretress
Forretress @ Leftovers / Occa Berry / Lum Berry / Custap Berry
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Toxic Spikes / Toxic
- Payback / Explosion / Protect / Rest
- Rapid Spin


:blissey: Blissey
Blissey @ Leftovers
Ability: Natural Cure
EVs: 8 HP / 252 Def / 248 SpD
Calm Nature
- Soft-Boiled / Wish
- Heal Bell / Healing Wish
- Toxic / Thunder Wave / Protect
- Seismic Toss


:kabutops: Kabutops
Kabutops @ Choice Band / Life Orb / Lum Berry
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick
- Rapid Spin / Aqua Jet / Swords Dance


:heatran: Heatran
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SpD OR 248 HP / 132 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume / Flamethrower
- Toxic / Earth Power
- Protect / Stealth Rock
- Roar / Taunt

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Explosion


:bronzong: Bronzong
Bronzong @ Leftovers / Occa Berry / Custap Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Toxic / Payback / Grass Knot
- Earthquake
- Explosion

Bronzong @ Custap Berry
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Payback / Trick Room
- Gyro Ball
- Explosion
- Earthquake


:tentacruel: Tentacruel
Tentacruel @ Lum Berry
Ability: Clear Body
EVs: 200 HP / 20 SpA / 68 SpD / 220 Spe
Timid Nature
- Toxic Spikes
- Icy Wind / Ice Beam
- Hydro Pump / Hidden Power [Fire]
- Rapid Spin

Tentacruel @ Focus Sash
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Toxic Spikes
- Ice Beam
- Rapid Spin
- Hydro Pump


:ho-oh: Ho-Oh
Ho-Oh @ Lum Berry
Ability: Pressure
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Roost

Ho-Oh @ Leftovers
Ability: Pressure
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Substitute / Protect
- Roost

Ho-Oh @ Choice Band
Ability: Pressure
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Ho-Oh @ Leftovers
Ability: Pressure
EVs: 248 HP / 80 Def / 180 SpD
Careful Nature
- Sacred Fire
- Toxic
- Whirlwind / Light Screen
- Roost

Ho-Oh @ Life Orb
Ability: Pressure
EVs: 104 HP / 252 Atk / 40 SpD / 112 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Roost / Sleep Talk


:Deoxys-Attack: Deoxys-Attack
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 20 Atk / 252 SpA / 236 Spe
Rash / Naive Nature
- Psycho Boost / Superpower / Taunt
- Spikes
- Signal Beam / Shadow Ball
- Extreme Speed

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 20 Atk / 252 SpA / 236 Spe
Rash Nature
- Thunder
- Ice Beam
- Superpower
- Extreme Speed / Psycho Boost / Shadow Ball


:lucario: Lucario
Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Close Combat
- Extreme Speed
- Crunch
- Swords Dance


:wobbuffet: Wobbuffet
Wobbuffet @ Leftovers / Custap Berry
Ability: Shadow Tag
EVs: 28 HP / 228 Def / 252 SpD
Calm / Bold Nature
- Encore
- Mirror Coat
- Counter
- Safeguard / Destiny Bond


:scizor: Scizor
Scizor @ Choice Band
Ability: Technician
EVs: 200 HP / 56 Atk / 252 SpD
Adamant Nature
- Bullet Punch
- Superpower
- Pursuit
- U-turn

Scizor @ Leftovers
Ability: Technician
EVs: 200 HP / 56 Atk / 252 SpD
Adamant Nature
- Bullet Punch
- Roost
- Pursuit
- U-turn

Scizor @ Occa Berry / Leftovers / Lum Berry
Ability: Technician
EVs: 200 HP / 56 Atk / 252 SpD
Adamant Nature
- Bullet Punch
- Roost
- Swords Dance
- U-turn / Bug Bite


:kingdra: Kingdra
Kingdra @ Splash Plate / Draco Plate / Life Orb
Ability: Swift Swim
EVs: 40 Atk / 252 SpA / 216 Spe
Mild Nature
- Surf
- Waterfall
- Draco Meteor
- Outrage

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Surf
- Hydro Pump
- Draco Meteor
- Dragon Pulse

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 240 Atk / 80 SpA / 188 Spe
Lonely / Adamant Nature
- Waterfall
- Outrage
- Dragon Dance
- Draco Meteor / Substitute


:mew: Mew
Mew @ Lum Berry
Ability: Synchronize
EVs: 208 HP / 84 Atk / 216 Spe
Jolly Nature
- Explosion
- U-turn
- Stealth Rock
- Taunt

Mew @ Lum Berry
Ability: Synchronize
EVs: 252 HP / 188 SpD / 68 Spe OR 248 HP / 156 SpD / 104 Spe
Calm / Timid Nature
IVs: 0 Atk
- Rock Polish
- Nasty Plot
- Taunt
- Baton Pass


:manaphy: Manaphy
Manaphy @ Leftovers
Ability: Hydration
EVs: 248 HP / 8 SpA / 252 Spe OR 184 HP / 252 Def / 40 SpD / 32 Spe OR 248 HP / 164 Def / 64 SpD / 32 Spe
Timid / Bold / Calm Nature
IVs: 0 Atk
- Surf
- Ice Beam / Grass Knot
- Rest
- Calm Mind

Manaphy @ Leftovers / Life Orb
Ability: Hydration
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Tail Glow
- Surf
- Ice Beam / Grass Knot
- Rest


:froslass: Froslass
Froslass @ Focus Sash
Ability: Snow Cloak
EVs: 60 Atk / 252 SpA / 196 Spe OR 252 SpA / 4 SpD / 252 Spe
Hasty / Timid Nature
- Spikes
- Ice Shard / Icy Wind
- Shadow Ball
- Taunt / Destiny Bond


:giratina: Giratina
Giratina @ Leftovers
Ability: Pressure
EVs: 252 Def / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Dragon Pulse
- Protect / Will-O-Wisp

Giratina @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Will-O-Wisp
- Roar
- Rest
- Sleep Talk

Giratina @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Shadow Ball / Outrage
- Aura Sphere
- Thunder / Hidden Power [Fire]


:shaymin-sky: Shaymin-Sky
Shaymin-Sky @ Leftovers
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute / Protect
- Leech Seed
- Air Slash
- Seed Flare

Shaymin-Sky @ Choice Scarf
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fire] / Hidden Power [Ice] / Leaf Storm
- Earth Power / Leaf Storm / Healing Wish
- Air Slash
- Seed Flare

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP
- Hidden Power [Fire] / Hidden Power [Ice]
- Earth Power
- Air Slash
- Seed Flare


:lugia: Lugia
Lugia @ Leftovers
Ability: Pressure
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Earth Power
- Roost

Lugia @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Ice Beam
- Whirlwind / Toxic
- Substitute
- Roost
Note: A Timid spread that hits 334 or more Speed can also be used on this set.


:gliscor: Gliscor
Gliscor @ Leftovers
Ability: Sand Veil
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Earthquake
- Taunt / Stealth Rock
- Toxic
- Roost


:ludicolo: Ludicolo
Ludicolo @ Leftovers
Ability: Rain Dish
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Ice Beam / Surf
- Substitute
- Protect
- Leech Seed


:qwilfish: Qwilfish
Qwilfish @ Lum Berry / Splash Plate / Wacan Berry
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Toxic Spikes
- Taunt / Spikes
- Waterfall / Thunder Wave
- Explosion / Destiny Bond


:cresselia: Cresselia
Cresselia @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Toxic / Hidden Power [Fire] / Lunar Dance
- Ice Beam
- Thunder Wave / Reflect
- Moonlight


:quagsire: Quagsire
Quagsire @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Recover
- Encore
- Earthquake / Yawn
- Toxic


:cloyster: Cloyster
Cloyster @ Focus Sash
Ability: Shell Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Payback
- Spikes / Ice Shard
- Toxic Spikes / Spikes
- Rapid Spin


:clefable: Clefable
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Seismic Toss
- Thunder Wave / Healing Wish / Knock Off
- Encore
- Soft-Boiled


:metagross: Metagross
Metagross @ Lum Berry / Occa Berry
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Bullet Punch
- Stealth Rock
- Explosion

Metagross @ Choice Scarf
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Earthquake / Trick
- Ice Punch
- Explosion


:hariyama: Hariyama
Hariyama @ Toxic Orb
Ability: Guts
EVs: 40 HP / 216 Atk / 252 SpD
Adamant Nature
- Fake Out
- Close Combat
- Payback
- Bullet Punch / Ice Punch


:victreebel: Victreebel
Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 32 HP / 8 Def / 252 SpA / 216 Spe
Modest / Mild Nature
- Solar Beam
- Weather Ball
- Sleep Powder
- Sleep Talk / Sucker Punch


:magnezone: Magnezone
Magnezone @ Custap Berry
Ability: Magnet Pull
EVs: 100 Atk / 252 SpA / 156 Spe
Rash Nature
- Thunderbolt
- Endure / Metal Sound
- Explosion
- Magnet Rise / Hidden Power [Ground]


:heracross: Heracross
Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Sleep Talk
- Stone Edge / (null)


:salamence: Salamence
Salamence @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Outrage
- Dragon Claw
- Fire Blast
- Earthquake

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast


:infernape: Infernape
Infernape @ Choice Band
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Mach Punch

Infernape @ Focus Sash
Ability: Blaze
EVs: 40 Atk / 252 SpA / 216 Spe
Hasty Nature
- Fake Out
- Overheat
- Close Combat / U-turn / Endeavor
- Stealth Rock


:shiftry: Shiftry
Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Mild Nature
IVs: 29 HP
- Dark Pulse
- Nasty Plot / Grass Knot
- Focus Blast
- Explosion

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Lonely Nature
IVs: 29 HP
- Swords Dance / Seed Bomb
- Sucker Punch
- Explosion
- Low Kick


(credit to Iris for some of the spreads)
 
Last edited:
Hippowdon is a notable omission from this discussion.

Code:
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Slack Off
- Earthquake
- Toxic
Hippowdon's bulk and access to recovery allows it to set up Stealth Rocks in many situations where other Stealth Rockers cannot. Support Groudon, even with SpDef investment, typically does not risk setting Stealth Rocks up on dragon types such as Rayquaza and Dialga in fear of being crippled by a Draco Meteor. Hippo easily shakes off Draco Meteors and stalls out mixed Outrages with Slack Off.

252 SpA Life Orb Rayquaza Draco Meteor vs. 248 HP / 252+ SpD Hippowdon: 292-345 (69.6 - 82.3%) -- guaranteed 2HKO after Leftovers recovery
40 Atk Life Orb Rayquaza Outrage vs. 248 HP / 0 Def Hippowdon: 214-253 (51 - 60.3%) -- 90.6% chance to 2HKO after Leftovers recovery
140+ SpA Dialga Draco Meteor vs. 248 HP / 252+ SpD Hippowdon: 229-271 (54.6 - 64.6%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Life Orb Dialga Draco Meteor vs. 248 HP / 252+ SpD Hippowdon: 321-378 (76.6 - 90.2%) -- guaranteed 2HKO after Leftovers recovery

STAB Earthquake threatens many of the abundant steel types in the tier such as Dialga, Jirachi, and Heatran and prevents switch-ins from pokemon without recovery. Toxic rounds out the set by crippling common Earthquake switch-ins with ground immunity such as Giratina-O, Latias/Latios, and Lugia.

0 Atk burned Hippowdon Earthquake vs. 252 HP / 0 Def Heatran: 232-276 (60.1 - 71.5%) -- guaranteed 2HKO after Leftovers recovery

Hippo fulfills additional key roles on a stall team with its ground typing and Sand Stream. Having a ground pokemon discourages Thunder locked scarfers or even Thunder spam from a mixed attacker like Giratina-O. Sand Stream cancels out the effects of opposing weather, which helps stall teams deal with water move spam in rain. Hippo does this more reliably than Tyranitar, again due to its bulk and access to recovery. Sand has the additional utility of chipping away at many ubers that do not run Leftovers such as Giratina-O, Palkia, Latias/Latios, and Darkrai, which pairs well with Protect stall.

Additional calcs:

Hippo walls Giratina-O, which is one of the greatest threats to stall teams.

64 SpA Griseous Orb Giratina-Origin Draco Meteor vs. 248 HP / 252+ SpD Hippowdon: 196-232 (46.7 - 55.3%) -- 16.4% chance to 2HKO after Leftovers recovery
248 Atk Griseous Orb Giratina-Origin Outrage vs. 248 HP / 0 Def Hippowdon: 192-226 (45.8 - 53.9%) -- 3.1% chance to 2HKO after Leftovers recovery
216+ Atk Griseous Orb Giratina-Origin Shadow Force vs. 248 HP / 0 Def Hippowdon: 207-244 (49.4 - 58.2%) -- guaranteed 2HKO after Leftovers recovery and burn damage
216+ Atk Griseous Orb Giratina-Origin Outrage vs. 248 HP / 0 Def Hippowdon: 207-244 (49.4 - 58.2%) -- guaranteed 2HKO after Leftovers recovery and burn damage

Max special attack Giratina-O doesn't break Hippo.

252+ SpA Griseous Orb Giratina-Origin Draco Meteor vs. 248 HP / 252+ SpD Hippowdon: 252-297 (60.1 - 70.8%) -- guaranteed 2HKO after Leftovers recovery

Hippo walls scarfers and forces them out.
252 SpA Dialga Draco Meteor vs. 248 HP / 252+ SpD Hippowdon: 225-265 (53.6 - 63.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Palkia Spacial Rend vs. 248 HP / 252+ SpD Hippowdon: 160-190 (38.1 - 45.3%) -- guaranteed 3HKO after Leftovers recovery

Hippo struggles with Grass Knot Latios but can live if at full HP to cripple Latios with a Toxic.

252 SpA Soul Dew Latios Grass Knot (120 BP) vs. 248 HP / 252+ SpD Hippowdon: 348-410 (83 - 97.8%) -- guaranteed 2HKO after Leftovers recovery

Hippo takes a +2 Dark Pulse from Darkrai and 2HKOs with Earthquake (well, it would if it could survive).
+2 252 SpA Darkrai Dark Pulse vs. 248 HP / 252+ SpD Hippowdon: 237-280 (56.5 - 66.8%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Hippowdon Earthquake vs. 0 HP / 0 Def Darkrai: 130-154 (46.2 - 54.8%) -- 98% chance to 2HKO after sandstorm damage
 
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Lasen

I CAN fly! And BLAZE like the sun!
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Do you guys think that the VR for this tier be updated? It seems pretty dead atm.
I forgot to ask to update this thread, but we did update the VR just this week! You can find the new VR here until we update this thread so it no longer reads "old". A lot of changes happened as you might be able to tell, with the A and C ranks getting smaller while the B ranks all got much more crowded. We're also (very slowly) looking at potential new samples, so stay tuned for that!
 

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