So not too long ago I discovered some random Ubers video from a Poketuber that I watch, and began to poke around the basics of Ubers and whatnot. I then decided "It seems much more intriguing then any of the other tiers, so why not try it out?"
Gaia (Groudon) @ Red Orb
Ability: Drought
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Thunder Wave
With my limited yet useful knowledge of Ubers, I decided to just start from an easy point and build my team around it from there; that easy point was Support Primal-Groudon. The set is a generic set with Stealth Rock and Thunder Wave, but as for how it ties into my team, it can switch into many things that each individual are weak to (rock types for Ho-oh and Salmence, electric types for Palkia and Kyogre, fire and steel types for Fairy Arceus, fairy types for Palkia and Salamence, etc., etc.), provides Stealth Rock (self-explanatory) and Thunder-Wave which most of my team appreciates, and uses Earthquake as a strong and reliable attack as well as Lava Plume which hits hard under Desolate Land+ it's 30% burn rate.
Metal Tip (Ho-Oh) @ Choice Band
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 208 Atk / 52 SpD
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
As for the next three, after doing research, I found that they all tie together when used in conjunction with one-another (including Primal-Groudon). Ho-Oh takes on Fairy types considerably well, using it's two iconic STAB moves (Brave Bird and Sacred Fire), the former hitting almost the entire metagame hard, and the latter for it's very nice 50% burn rate. Earthquake is for the Rock types that threaten Ho-Oh, Zekrom, and Dialga if I'm switching from Arceus-Fairy. Lastly, Sleep-Talk is self explanatory in completely wrecking Darkrai.
Wingdings (Latias) @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Wish
- Hidden Power Fire
For Latias, he takes on Palkia, Primal-Groudon, and all variants of Kyogre. Draco Meteor is a strong STAB attack that can 2HKO Primal-Kyogre and Primal-Groudon, Pyshock as another STAB that bypasses the defenses of the likes of Kyogre and other mons, Wish is for recovery and to be able to switch out into another teammate to tank whatever may threaten Latias (I often find that otherwise I would just be choosing between sacking someone), and HP Fire is for some of the steel types such as Klefki, Ferrothorn and Mega-Scizor that like to switch in on Latias.
The Ogre-Lord (Kyogre) @ Blue Orb
Ability: Drizzle

Gaia (Groudon) @ Red Orb
Ability: Drought
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Thunder Wave
With my limited yet useful knowledge of Ubers, I decided to just start from an easy point and build my team around it from there; that easy point was Support Primal-Groudon. The set is a generic set with Stealth Rock and Thunder Wave, but as for how it ties into my team, it can switch into many things that each individual are weak to (rock types for Ho-oh and Salmence, electric types for Palkia and Kyogre, fire and steel types for Fairy Arceus, fairy types for Palkia and Salamence, etc., etc.), provides Stealth Rock (self-explanatory) and Thunder-Wave which most of my team appreciates, and uses Earthquake as a strong and reliable attack as well as Lava Plume which hits hard under Desolate Land+ it's 30% burn rate.

Metal Tip (Ho-Oh) @ Choice Band
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 208 Atk / 52 SpD
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
As for the next three, after doing research, I found that they all tie together when used in conjunction with one-another (including Primal-Groudon). Ho-Oh takes on Fairy types considerably well, using it's two iconic STAB moves (Brave Bird and Sacred Fire), the former hitting almost the entire metagame hard, and the latter for it's very nice 50% burn rate. Earthquake is for the Rock types that threaten Ho-Oh, Zekrom, and Dialga if I'm switching from Arceus-Fairy. Lastly, Sleep-Talk is self explanatory in completely wrecking Darkrai.

Wingdings (Latias) @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Wish
- Hidden Power Fire
For Latias, he takes on Palkia, Primal-Groudon, and all variants of Kyogre. Draco Meteor is a strong STAB attack that can 2HKO Primal-Kyogre and Primal-Groudon, Pyshock as another STAB that bypasses the defenses of the likes of Kyogre and other mons, Wish is for recovery and to be able to switch out into another teammate to tank whatever may threaten Latias (I often find that otherwise I would just be choosing between sacking someone), and HP Fire is for some of the steel types such as Klefki, Ferrothorn and Mega-Scizor that like to switch in on Latias.

The Ogre-Lord (Kyogre) @ Blue Orb
Ability: Drizzle
Shiny: Yes
EVs: 248 HP / 248 SpD / 12 Spe
Bold Nature
- Rest
- Sleep Talk
- Roar
- Scald
For Kyogre, I chose this particulary set to be able to (at full health) survive the likes of Jolly Salamence and Ekiller Arceus, as well as being able to wall the Dragons who like to use Draco Meteor. Rest and Sleep Talk are quite obvious, Roar is to deter set-ups (taking advantage of Stealth Rocks) and Scald is a great STAB move with it's 30% burn rate. The 248 ev's instead of 252 are set to an odd number to help with hazards (god it's a life-saver). Although with Roar you can very well replace it with Ice Beam, it's all up to preference.
Rufio (Arceus-Fairy) @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 144 SpD / 112 Spe
Timid Nature
- Judgment
- Recover
- Defog
- Toxic
I realized that I needed both a reliable Defog user for Ho-Oh and Salamence and something against Dragon types (quite especially the latis twins), so I went with Arceus-Fairy. It is pretty much able to take on any Dragon with Judgement, with the exception of Dialga (who isn't affected by toxic), whom of which I can easily switch into either Primal-Groudon or Ho-Oh and wreck it with Earthquake. Recover is for reliable recovery (who would've thought), Defog is to keep rocks away, and Toxic is to wear down any opposing threats that would wreak havoc to the rest of team if not worn down quickly otherwise.
MencyMence (Salamence) @ Salamencite
Ability: Intimidate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Refresh
Bold Nature
- Rest
- Sleep Talk
- Roar
- Scald
For Kyogre, I chose this particulary set to be able to (at full health) survive the likes of Jolly Salamence and Ekiller Arceus, as well as being able to wall the Dragons who like to use Draco Meteor. Rest and Sleep Talk are quite obvious, Roar is to deter set-ups (taking advantage of Stealth Rocks) and Scald is a great STAB move with it's 30% burn rate. The 248 ev's instead of 252 are set to an odd number to help with hazards (god it's a life-saver). Although with Roar you can very well replace it with Ice Beam, it's all up to preference.

Rufio (Arceus-Fairy) @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 144 SpD / 112 Spe
Timid Nature
- Judgment
- Recover
- Defog
- Toxic
I realized that I needed both a reliable Defog user for Ho-Oh and Salamence and something against Dragon types (quite especially the latis twins), so I went with Arceus-Fairy. It is pretty much able to take on any Dragon with Judgement, with the exception of Dialga (who isn't affected by toxic), whom of which I can easily switch into either Primal-Groudon or Ho-Oh and wreck it with Earthquake. Recover is for reliable recovery (who would've thought), Defog is to keep rocks away, and Toxic is to wear down any opposing threats that would wreak havoc to the rest of team if not worn down quickly otherwise.

MencyMence (Salamence) @ Salamencite
Ability: Intimidate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Refresh
And finally, with one last slot, I realized that I didn't have a set win condition (whoops), leading me to choose Bulky Dragon Dance Megamence as I had opted for a bulky-offensive team. He completely walls Primal-Groudon (unless he has Stone Edge) and helps against E-Killer Arceus, and if he can set up early-mid game with Dragon Dance, spam Return, and stay in the game with Roost and Refresh, he can very well get things going with the help of it's teammates (but mainly Primal-Groudon, who eats up Ice Beams and Stone Edges... yum)
Overall, my team doesn't have too many weakness type-wise (besides electric, water and grass, the later two are rarely used and all of which are pretty much shut down by Primal-Groudon), though I do find that I have trouble going against E-Killer Arceus . All and any *constructive* criticism/advice helps (do take note that this is my first Ubers team). Thanks!