INTRODUCTION
The team I've had most success playing with on the ORAS Ubers ladder and tournaments is Antacool's Geopass team. As you will see, this team HEAVILY resembles Antacool's team; after all, "if it ain't broke, don't fix it". However, I wanted to add my own niche to the team that I use the most, therefore I've made some slight changes. The premise of this team is congruent to Anta's; set up screens and hazards so that Smeargle can survive just long enough to run a Geomancy and pass to Primal Groudon.
TEAM BREAKDOWN
Let's breakdown the role of each Pokémon, one by one.
Hyper
@ Rocky Helmet
% Pressure
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
+ Taunt
+ Stealth Rock
+ Spikes
+ Knock Off
+ Magic Coat
On most occasions, Hyper carries the role of being a suicide lead. As the fastest Pokémon, speed forme Deoxys is one of the best rock setters in the metagame. Hyper's primary role is to set up hazards, as they play an essential role in helping Cobra Dick to properly sweep the opponent. Taunt is used to prevent the opposition from setting up, prevent a defogging of the field of my hazards, and prevent the opposition from setting their own hazards. Knock off is a coverage move in case Hyper gets taunted. Alternately, Magic Coat can be used in place of Knock Off, to try and prevent Hyper from getting taunted.
Shady
@ Sablenite
% Prankster, Magic Bounce
EVs: 248 HP / 4 Atk / 4 Def / 252 SpD
Careful Nature
+ Fake Out
+ Recover
+ Will-O-Wisp
+ Taunt
+ Foul Play
Shady acts as the first runner-up lead. Depending on the opponent's team, Shady could be the more viable option to lead the team. Magic Bounce will bounce back any potential hazards, taunts, etc. Shady does not always need to mega evolve; sometimes, keeping the Prankster ability can come in handy, if needing to Taunt or Will-O the opposition. Taunt is chosen over Foul Play in order to prevent the opposition from setting up, but Foul Play is obviously a viable alternative.
Bezel
@ Light Clay
% Unnerve
EVs: 248 HP / 4 Def / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
+ Reflect
+ Light Screen
+ Taunt
+ Psystrike
Bezel works as a Stalltwo on this team. His job is simple: set up screens. Taunt is majorly important to this team prevent Pokémon like Xerneas from setting up, or preventing support Pokémon from using moves like Defog. Therefore, Bezel is the third Pokémon on this team to run taunt. Psystrike is a powerful coverage move, in case Bezel is taunted. Light Clay is to ensure the screens last as long as possible.
Esquire
@ Power Herb
Ability: Own Tempo
Shiny: Yes
EVs: 136 HP / 136 Def / 36 SpD / 200 Spe
Bold Nature
IVs: 0 Atk
+ Spore
+ Geomancy
+ Ingrain
+ Baton Pass
The glue of the whole team. Esquire is the only Pokémon capable of using both Geomancy and Baton Pass and thus is a staple of this team's core. Spore is used to put an opposing Pokémon to sleep so that ideally Cobra Dick can get a free switch in, however sometimes the opposing Pokémon may wake up on the first turn. Ingrain is to prevent Esquire (or the Pokémon benefiting from the Baton Pass) from being knocked away with Dragon Tail, Whirlwind, or Roar.
Astral
@ Spooky Plate
% Multitype
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Judgment
- Focus Blast
- Calm Mind
- Substitute
By running a special Ghostceus, Astral acts as the Ditto check for this team. If the opposition is carrying a Ditto, the goal of this team shifts from Geo-Passing from Cobra Dick to Geo-Passing to Astral. Keep in mind that the impostered Ditto will have a normal-type Judgment, and thus cannot hit Astral. Astral is an overall utility Pokémon that can come in handy in numerous situations. In the dire circumstance that the overall strategy of trying to Geo-Pass fails, Astral can act as a sweeper.
Cobra Dick
@ Red Orb
Ability: Desolate Land
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
IVs: 0 Atk
- Eruption
- Ancient Power
- Thunder
- Earth Power
The core of this team. This entire team runs through Cobra Dick. As previously stated, there are times where the strategy of this team can fail, but when properly carried out, Cobra Dick is a fearsome, near-unconquerable monster. This beast can't be paralyzed or burned, and intimidate doesn't affect it. Eruption and Earth Power act as the main attack moves, Ancient Power is coverage for flying types like Yveltal, Mega Salamence, and of course Ho-Oh. Thunder will OHKO Primal Kyogre.
THREATS
Yveltal
Can use a STAB boosted Sucker Punch, which weakens the base power of Eruption.
Klefki
If it uses Prankster Toxic early in the game, Cobra Dick can take serious Toxic damage, which could set up its doom from a priority move.
Latios
Immune to Earth Power, has resistance to Eruption.
Latias
Immune to Earth Power, has resistance to Eruption.
Arceus
STAB boosted Extreme Speed can knock out Cobra Dick, if he's been weakened from hazards, toxic, or other priority moves.
Kangaskhan
Kangaskhan can continue to deal decent hit-and-run damage with Fake Out, and has access to Sucker Punch if she can no longer run.
REPLAYS
http://replay.pokemonshowdown.com/ubers-304963917
http://replay.pokemonshowdown.com/ubers-304967895
PASTEBIN
http://pastebin.com/raw.php?i=8EgB8f7h
Disclaimer: this team's name derives from a proposed, but ultimately rejected Miami basketball team name, not the old television show. The nicknames of the Pokés on this team have absolutely no correlation to the 1980's television series. I have never seen the show.
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