National Dex Nat Dex Ubers Primals Team

This team is my first actual ND Ubers team (Ive made others and played a game or two just to see how other teams work) and its been changed a lot since its inception with figuring out its direction.
darmanitan-galar.gif

Darmanitan-Galar @ Focus Sash
Ability: Zen Mode
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Flare Blitz
- Hammer Arm
- Icicle Crash
My lead pokemon, its main point is to be able to kill any leads while stilling having a chance of fighting after killing the lead. Startup sweeper pokemon it destroys with ease due to it instantly going to zen-mode if attacked with a strong move, and its move pool fits nicely with most of the pokemon that start by attacking except for Deoxys-A. It deals with setup pokemon easily since its expected to fight even after the lead dies. Tera is never used on it since its almost never worth it to instantly use. Worst case scenario is using toxic, but since zen-mode isnt used as much it wont be expected.
lugia.gif

Lugia @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Whirlwind
- Toxic
- Ice Beam
The team member thats been switched around the most, the tank. The rest of my team does have the bulk to stop attacks, but they have weakness that are common among the tier. Thats where Lugia comes in. Being able to tank almost anything with multiscale, its a great switch in when you dont know what the opposing team will send out next. Can easily out stall anything that isnt setting up or incredibly strong. If something starts setting up it can even whirlwind out unfavorable situations. Ice beam provides good coverage since I dont have many ice moves on my team and ND ubers is flooded with dragons.
metagross-mega.gif


Metagross-Mega @ Metagrossite
Ability: Clear Body
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Psychic Fangs
- Heavy Slam
- Earthquake
- Shadow Claw
Mega Metagross is my revenge killer for anything in the mid speed region range without eq basically. It can switch into attacks without having to deal with that bad of issues, and its mega out speeds many threats in the tier. Heavy slam destroys anything lightweight and not resistant to steel, while EQ eliminates any other steel types. Shadow claw provides coverage.
kyogre-primal.gif


Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
Tera Type: Ground
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Origin Pulse
- Toxic
- Ice Beam
- Thunder
The first of the primal duo I present to you. Can destroy any expected fire type attack in the tier and revenge kills Pdon if they dont switch out. Toxic helps deal with the bulkier foes, and kyogre is meant to last a good amount of time. OP just does insane base damage and if you dont resist it or have high SpD and HP you just die from it. Ice beam provides greater dragon coverage on the team in case my other options go down. 100% accurate thunder is never a bad thing to have with how widespread electric attacks can do neutral damage on, along with taking out other water types. I try and keep my Kyogre for as long as possible since they can do a lot of things and are a good switch in.
groudon-primal.gif


Groudon-Primal @ Red Orb
Ability: Desolate Land
Tera Type: Ground
EVs: 140 HP / 252 Atk / 116 Spe
Naughty Nature
- Heat Crash
- Swords Dance
- Precipice Blades
- Thunder Punch
The second (and lets all be honest here better) member of the weather trio comes in as a bulky sweeper. Heat crash does good damage to light foes and provides some fire coverage. Swords dance lets me keep up with mons who are trying to sweep and stop stallers while Precipice Blades absolutely wrecks any type not resistant to it if its kept up. Thunder punch just gives me an easy way to take out the already crippled water types, including primal Kyogre. Speed is set to 116 to out speed Kingambit and most medium-slow speed mons.
arceus-fairy.gif


Arceus-Fairy @ Pixie Plate
Ability: Multitype
Tera Type: Fairy
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Judgment
- Recover
- Earth Power
- Calm Mind
The final hope for the team, Arceus-Fairy is an invaluable asset. Get even a single calm mind off and an unexpected sweep can occur. Fairy terrastilized STAB judgement along with sometimes calm mind can obliterate anything not prepared for it. Recover keeps it up and ready to use calm mind or shrug off minor damage between attacks. Earth Power is good coverage for slower steel and poison types once I have calm minds prepared. Slight investment to outspeed other bulky Arceus and some other steel type threats.

Issues with the Team:
Zacian-C: Although it seems like I can easily defeat them, I really cant. My only reliable hits on them are Pdon and Darmanitan, who are usually the dead by the point C shows up in a game. Lugia's ice beam wont do anything and neither will its toxic. Zacian-C usually runs EQ so Metagross and Arceus-Fairy are out of the picture.
Sticky Web users: My team doesnt have defog and is planned to use their exact speed stats, so sticky web kind of ruins everything.
Giratina-O: Generally I could easily take down Giratina-O. The only issue is that is generally switched in when an opposing Pdon is on the field, so Kyogre wont work against it, and lots of Pdon run Sword dance so I dont trust lugia. Arceus-Fairy could also be used but I prefer to switch into them when its less risky or when Im required to since its so good.
Pure Stall: Some pokemon just wont die. No matter how much damage I put out they wont die. Although I could put out Pdon to swords dance and kill, it is often very frail and could get destroyed when the opposing team switches out. Lugia could also work to outstall, but it can still take good hits from pokemon that boost while stalling. Arceus-Fairy also generally doesnt work a lot because of the typing of stall mons.
Deoxys-A: My Darmanitan cannot deal with focus sash Deoxys-A. it wont out speed and I just have to hope it doesn't have a ghost move or Metagross and Lugia cant take another hit from it.

Thank you if you read all of this post, it means the world to me if you even read three lines.
 
Hello, I'm going to be proposing some changes to hopefully improve your team:

:darmanitan-galar: -> :Eternatus:
Galarian Darmanitan is by far too slow for the metagame to do much at all, and doesn't provide the actual utility an anti-lead should have of making it more difficult for foes to just lay entry hazards. Eternatus is innately much faster and can apply offensive pressure to a good portion of the metagame, and provides a secondary check for Primal Kyogre and a Terastallized Zygarde, which the team could otherwise struggle dealing with. Given that with the other changes the team already has a sturdy defensive infrastructure, I think this should afford the wallbreaker set, although you could try playing around with other sets if you'd prefer, they should still work well here for the most part.

:lugia: -> :Ho-Oh:
While Lugia may be bulkier by technicality, its worse typing, lacking damage output and utility make it unable to do much at all. Ho-Oh not only provides more utility by spreading multiple status conditions, removing entry hazards, and phazing, it also acts as a decent Zacian-C check, mitigating the weakness to it the team may currently have.

:metagross-mega: -> :necrozma-dusk-mane:
While bloated stats and a good typing in paper may seem ideal, the thing is that Mega Metagross has glaring weaknesses that eat up on its apparent bulk, additionally Mega Metagross isn't particularly fast for the metagame, there's a large gap between Yveltal and Marshadow itself, and losing to both of them anyways certainly doesn't help. Necrozma-DM has a free item slot and a better ability that lets it withstand some impressive stuff, making it difficult to revenge kill when used well, and can also make mind games by Ultra Bursting to potentially threaten with a sweep.

:groudon-primal:
Thunder Punch is redundant as a neutral STAB Precipice Blades hits harder than a super effective Thunder Punch (more specifically a effective 180 BP vs 150 BP), so it only matters for hitting Flying-types, at which point it'd be far more efficient to swap it with Stone Edge, which notably also just OHKOs Ho-Oh unlike Thunder Punch, as well as preventing this from being comfortably walled by Giratina-O. Given the lack of entry hazards, and a desire to more comfortably check Zacian-C, I would recommend to just use the Utility SD set here.

:kyogre-primal:
The EV spread happens to Speed tie with Smeargle, and given the EVs are just dumped on HP, I'm led to believe that this spread is not optimal. In any case, given its use more as a defensive check than its main appeal being wallbreaking, I would recommend to go more for the defensive Primal Kyogre set here.

:Arceus-Fairy:
The Speed EVs seem intended to outspeed a paralyzed Zacian-C, which could be ideal... if there were any paralysis spreaders in the team at all, I would recommend to just stick to the standard defensive spread here. Tera Ground is also more desirable here to ensure a 2HKO on Primal Groudon with Earth Power even without setup, and can also be useful to check Zacian-C and Eternatus in a pinch by no longer being weak to Steel and Poison.

Here's a paste with the overall proposed changes, more information on what each set does can be found in the dex. I hope this works for you!
 
Last edited:
Back
Top