ORAS Ubers Kang Gang (Peaked 10 on old ladder)

Personal Introduction:

What’s up Ubers guys and gals! My name is Mai pearl aka Goyakumo on PS. This is my first RMT, so it’s probably a bit shoddy, but bear with me because I think the team’s pretty cool.

Team Summary:

This is my most successful team to date, and it’s one of the only serious teams I use on ladder/in room tournaments. It’s peaked at #10 on the ladder before the reset, with a win loss ratio of something like 44-4. Unfortunately my dumbass didn’t save a screenshot before the reset, so I don’t have a proof of peak, but you can see some of the scores in my replays (if you really care that much about ladder points).

The team is based around setting up toxic spikes with lead greninja to augment fake out mega kangaskhan, one of my favorite megas and a criminally underrated mon atm. The other mons are designed to patch up holes in the team and clean up late game after kanga has softened up the other mons. I won’t really go into a building process because aside from one or two set changes, the team was pretty much conceived on the spot.

Team at a glance

greninja.gif
groudon-primal.gif
yveltal.gif
kangaskhan-mega.gif
arceus-ghost.gif
xerneas-active.gif



In depth:

greninja.gif


Greninja @ Focus Sash
Ability: Protean
EVs: 252 Atk / 252 Spe
Jolly Nature
- Toxic Spikes (poisons upon switch-in)
- Spikes (damage upon switch-in)
- Taunt (prevents defog/setup)
- Shadow Sneak (spinblocks/chip damage)


Unless they have a sableye, greninja is the dedicated lead of the team. The moveset is pretty straightforward. Toxic spikes are essential for the team to function; they help kanga to abuse fake-out, arceus-ghost to abuse shadow force, and in wearing down the opponent’s team in general. In 99% of cases they are set up first, the opponent has a random poison type. A regular spike is also generally preferred over a second layer, since it helps get more immediate damage against offence, and bulky teams will typically counterlead with sab anyway.


groudon-primal.gif


Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 56 Def / 204 SpD
Careful Nature
- Stealth Rock (obligatory)
- Dragon Tail (hits lati and gira on switch, phases ekiller)
- Fire Punch (reliable damage + burn chance on sableye)
- Precipice Blades (stab)


It’s amazing, it’s incredible, blah blah you’ve heard it before. Basically this mon does on my team what it does on most teams: set up rocks and check half the meta’s threats. As far as the ev spreads go, this is pretty standard as well. I went with a bit of defense on this because if the opponent leads with ekiller to counterlead gren, I would rather have something to pivot into right away than risk the 50/50 between espeed and sd. I have tweeked with other ev spreads but this seems to be the most consistent, though I am ofc open to suggestions.


yveltal.gif


Yveltal @ Life Orb
Ability: Dark Aura
EVs: 120 Hp/ 32 Atk / 252 SpA / 104 Spe
Rash Nature
- Heat Wave (nabs klefki and ferrothorn)
- Dark Pulse (stab move)
- Sucker Punch (priority)
- Oblivion Wing (staying power)


The mega kangaskhan set I’m running has four main things that stop it dead in its tracks: bulky ghosts, lugia, ferrothorn and skarmory. Thus, heat wave yveltal seemed like the perfect answer for all of them. It also provides valuable insurance against some faster threats like mewtwo forms, skymin, the latis, etc. Although I could run focus blast in place of heat wave for mons like ttar and arceus-rock, xerneas already has it and one mon with fb is enough with my luck. Though if you do use this team, you’re free to change it as fb does have its merits. The EV spread is a bit deviated from the norm, as I wanted to speed creep and give sucker punch a bit more attacking power since this is hyper offence.


kangaskhan-mega.gif


Kangaskhan @ Kangaskhanite
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out (priority + tspike abuse)
- Earthquake (hits aegislash and chips ferrothorn w/o taking barbs)
- Double-Edge/Return (nuke)
- Ice Punch (hits birds + mega salamence)


The lord himself, kangaskhan, one of my favorite mons. In the wake of salamence and sableye, a lot of players underestimate how good this thing really is and how well it holds its own in the meta. Fake out is the primary move of choice, as with a layer of toxic spikes up you can pretty much net a free 25-30% minimum damage to any grounded mon in the game. Add sr and a layer of spikes if possible, and most mons will be at close to half before they’ve even moved. The main stab move can be return or frustration, but I typically prefer double-edge. The recoil damage doesn’t come into play since kanga typically does the damage it needs to in one turn, and while screwing over ditto is nice, I have ghosteus for that. It also means that bulky geoxern can usually only get one kill in if it sets up on kanga, which is really nice. Ice punch was chosen over sucker punch or anything else because without it, mence sets up and shits all over me; not to mention it has the very welcome chance to freeze mega sableye. EVs are standard.




arceus-ghost.gif


Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance (obvious)
- Brick Break (coverage)
- Shadow Force (stab move)
- Extreme Speed (chip damage and ekiller speed-tie insurance)


Ghosteus is a really cool mon in the current meta, and is typically this teams win-con. It pairs really well with toxic spikes since A) blocks spin B) blocks defog with shadow force C) can stall for damage with the sforce turn. It also pairs really well with kanga since it creates a normal ghost core for opposing arceus ghost, cockblocks ditto, and can rq ekiller after the damage it takes from double-edge. The EV spread is standard, max attack and max speed with a jolly nature to at least tie other arcs.



xerneas-active.gif


Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 32 Def / 252 SpA / 224 Spe
Rash Nature
- Moonblast (stab)
- Sleep Talk (for darkrai)
- Thunder (hits birds and kyogre)
- Focus Blast (“hits” groudon and ferro)


Scarf xerneas, though not as good in oras as it was in xy, is still a necessary mon on this team since toxic spike teams are so weak to lead darkrai. It still fits decently well, pressuring dark types for arceus ghost and potentially cleaning up late game. The one downside is that if I do wake up early or miss fb/thunder, I can be in a pretty bad situation. EV spread is standard, max special attack with a rash nature and 32 def evs to give genesect a special attack boost, the rest in speed.



Playstyle matchups:

Stall: not as bad as you might assume. Sableye + lugia can be pretty annoying, but yveltal pressures both pretty significantly and even without tspikes, arc-ghost can put in work if it finds room to set up. The key is to predict well around sableye to never let it recover on anything.

Balance: Depends on what they have. If you can manage to play the hazard game well enough, you should be in the clear. If they do manage to defog, it’ll be a bit of an uphill climb, especially if they have fat mons like lugia. It’s difficult to theorymon such a diverse playstyle, but that’s the basics.

Hyper offense: This can be a bit harder since my team despises opposing hazards, but the abundance of priority + arceus ghost typically gives me an edge.

Sand offense: Only faced it a few times, but the fact that excadrill out-speeds my entire team and can spin on a good portion of my team is really annoying.


Threatlist:

Darkrai: I have xerneas, but that still involves playing around with nasty plot/void mind games, and if I get a bad sleep roll or thunder/fb misses, it’s bad news bears.

Setup mons with status removal: Aroma/rest geoxern or refresh ekiller can trouble the team in theory, though I’m usually able to get enough damage to mitigate their sweeping potential. Still a problem.

Well-played (Read: LUCKY) hazard control: If I miss a dragon tail vs support arc or lati, or if I somehow derp on a prediction and allow the opponent to remove hazards, it can be difficult to recover.

Mega-gengar: Threat.jpg. I have little countermeasures other than forcing a trade with yveltal or revenging with xern. It can usually take one or two pokemon with it before dying. It also absorbs tspikes which is really fucking annoying.


Don’t really have formal shoutouts because… I don’t know anyone yet :/ but hopefully that’ll change. For now, I guess I’ll say S/O to edgar and based tony flygon, you guys are the reason I got into ubers in the first place and I learned most of the tier from your videos. So yeah, thanks you guys.


Thank you for reading; hopefully it wasn’t too bad. Please feel free to be as harsh as needed when rating; I learn best through criticism. Feel free to use it and change it up however you like, and let me know what you thought after testing it out, I’m really curious. With that, I’m over and out :]
 
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Hi Mai Pearl. I'm a big fan of Toxic Spikes and Greninja leads. However, this strategy needs team support to work well specially with Magic Bounce Pokemon and Darkrai. I think your team is pretty solid but I will start with some problems I noticed:

1) Deoxys-S lead teams: Deoxys-S, specially with Rocky Helmet(very popular and effective), will greatly annoy you. First of all, It can Taunt Greninja and set up Stealth Rock and Spikes. It will also damage Greninja if he uses Shadow Sneak and damage Mega Kangaskhan too if you decide to lead with it. So it will make you lose momentum and directly give the upper hand to your opponent.
2) Mega Diancie: No switch in at all while it checks Yveltal and Greninja. Some even have Stealth Rock and become really problematic.
3) Mega Sableye+Tyranitar+Arceus Water stalls: I don't see how you can break that. Tyranitar totally blocks Yveltal, Mega Sableye Blocks lots of Pokemon too so I don't see how you can get out of this. Arceus Ghost is usually good versus those but is walled by Blissey+Mega Sableye.
4) Relying on Toxic Spikes to check some threats: For example Rock Polish Primal Groudon. If no Toxic Spikes it can set up and cause heavy damage.

Fixes:

1) Lava Plume>Fire Punch. Higher chance to burn annoys stall more.
Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Dragon Tail
2) Mega Gengar>Mega Kangaskhan. You need Mega Gengar to kill Tyranitar so you break stall with Yveltal. It also does around 90% to Mega Diancie with Sludge Wave so you take it off the way and set up Toxic Spikes.
Gengar @ Gengarite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Focus Blast
- Protect
- Destiny Bond
3) Extreme Killer Arceus with Stone Edge>Arceus Ghost. Now that Mega Gengar checks Extreme Killer Arceus you can replace Arceus Ghost so you get a way more powerful Priority.
4) Knock Off>Heat Wave on Yveltal. Knock Off on Klefki really damages it since no more recovery. You also need Knock Off to get threw Blissey easily. It also makes it a good lead versus HO since you kill Deoxys-S and Knock Off the Power Herb on Xerneas after that which will make you win momentum and give you an opportunity to put Toxic Spikes sooner.

Hope I helped!
 
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Thank you for the rate!

Addressing some of the problems, I will admit that deo-s leads can be an issue. I usually use a non-attacking move the first turn, then 2hko with sneak afterwards so that my taunt will be gone when the next mon comes out, though this is exploitable and will lead to two layers. Mega diance is a pain, no denying that. As for the stall problem, in all honesty most of the ones I've faced on ladder haven't had ttar and blissey on the same build. I mostly see pdon + blissey or ttar + clefable builds, which yveltal and ghosteus pressure respectively. But I can see how such a build would be problematic on paper.

I'll test out your suggestions when I get the chance :]
 
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