ORAS Ubers New Destructive team: Looking for Suggestions

Hello Smogen, I've been messing around with this team for a little while and I just can't seem to perfect it on my own. I'm not an expert on how to put a team together but this one has been working really well for me and I would like to find a way to improve it. Note that although it says ORAS Ubers, It can also be used in other formats quite effectivly.

Team Members in order:
Metagross
Salamence
Aggron
Galvantula
Amoonguss
Hitmonlee

(Brace youself for a wall of text)

Metagross
(Deathbringer)
Metagross.jpg

(Source: gndillustrations.deviantart.com)
Item: Metagrossite
Ability: Clear Body
EVs: 136 HP / 196 Atk / 176 Spe
Jolly Nature
- Zen Headbutt
- Thunder Punch
- Meteor Mash
- Bullet Punch

Why Is it on the team: I admit, I've always loved Metagross. It has a great attack stat, as well as solid defences that allows it to hold out for many turns. Whats great is that it's mega-form enhances all these good stats even further, and gives it enough speed to outpace many potential dangers. Even though they made it weak to dark and ghost, it is still a good counter for many dangers for the rest of my team.

Move Selection:

Zen Headbutt:
Now that Metagross can actually outspeed most threats, it can take full advantage of Zen Headbutt's side effect of flinching, it is also a really powerful STAB which can be used on fighting types, which are a huge threat to Aggron.
Thunderpunch: Thunderpunch on Metagross is incredibly helpful. This move is great coverage for water and flying types which think they have a safe switch on Metagross, and go down HARD. Paralysis is also a bonus, but doesn't have much use since my team is made of Superfast pokemon who could outspeed the threat anyway. or Superslow pokemon who aren't quite fast enough to take advantage of it.
Meteor Mash: Metagross' Bread and Butter, Mega Metagross is fearsome enough, but if by some chance it gets a +1 bonus to attack, the enemy is basically doomed. Metagross is a hard counter for Xerneas and many other Fairies, and also does some good damage on ice types, sadly most rock types survive because of high Defense and Sturdy, but Amoongus cleans them up nicely.
Bullet Punch: The only thing that is more annoying than defeat, is being defeated when the enemy only had 1HP left. Bullet punch is the solution to this as although Metagross is fast, many foes are faster (Gods curse you Focus Sash Darkrai!!!) Alas, Metagross still has one weakness... Swords Dance Arceus with earthquake.


Salamence (Skylord)
Salamence.jpg

(Source: www.animeyume.com)
Item: Haban Berry
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Earthquake
- Rock Slide

Why is it on the team: Salamence is fearsome: At +1 Attack it can One Shot lots of threats, and at +1 Speed it can outspeed lots of those threats as well. Although they say Intimidate is better, I prefer combining Moxie with the dragon dance to just demolish everything. A note about the Haban Berry, for some reason the only threat to Salamence is other dragons. Metagross just kills everything that might have an ice move.

Move Selection:

Dragon Claw:
Dragon Claw not be the strongest physical dragon move, but since the strongest only has 75% Accuracy, I'm prepared to lose 20 Damage for a more reliable attack. STAB Damage makes it my strongest attack outside of super effective hits and it the only quick way to stop rival dragons.
Dragon Dance: Explained above as the reason for selection.
Earthquake: Deal supereffective damage on 6/18 types, which is quite alot, also has high damage and deals with diggers too. Good for dealing with Primal Groudon as well.
Rock Slide: Combats it's weakness to ice types without ice shard, and because of the +1 Speed it takes full advantage of flinching. Perfect for that one Togekiss without a fairy move. (Which has actually happened to me.)



Aggron (Robosaurus)
aggron.png

(Source: zhoid.deviantart.com)
Item: Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Atk
Adamant Nature
- Endeavor
- Metal Burst
- Shadow Claw
- Seismic Toss

Why is it on the team: Aggrons appear on many teams, but this one is probably a first. This one takes full advantage of it's sturdy ability to wreak many foes plans with it's surprising moveset. There's only one problem... It's defences are too good! If anything what I need is for Aggron is some suggestions on what stats should be placed where.

Move Selection:

Endeavor:
Endeavor is to be combined with the Custap berry and sturdy, at 1HP Endeavor gains priority, meaning that Fake Out/Bullet punch will defeat them. It's the perfect last resort for Aggron for everything except those with priority. But for that we have...
Metal Burst: Counter and Mirror Coat Combined. Perfect to kill a foe with max attack who isn't expecting it. Problem is that if hazards are out, sturdy is nullified and means that metal burst could be rendered worthless.
Shadow Claw: Coverage for ghost and dark. Kinda a filler really. Any Suggestions?
Seismic Toss: I got sick of defense boosters, so I got this. I guess it has its uses. (I'm looking at you Lugia) Although it does bring up a question... Why did I put so much in attack then?

Spiderbolt (Galvantula)
Galvantula.jpg

(Source: www.smogon.com)
Item: Choice Scarf
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Volt Switch
- Energy Ball

Why is it on the team: Choice Scarf Galvantula is the perfect counter for Darkrai and Mewtwo Y, and it's 91% accurate Thunder is a force to be feared. Although it can't last long in battle, it can still do enough damage to be worth it. It's also cute and fuzzy, unlike real spiders.

Move Selection:
Thunder:
Thunder is the strongest special electric attack, but it's accuracy has always been a drawback, now that Compound Eyes removes this, it is very dangerous. Paralysis is also a bonus which benefits the team.
Bug Buzz: The reason I chose Galvantula instead of things like Jolteon, STAB bug buzz one shots the threats mentioned above, and best of all: It goes through substitutes to really ruin someone's day.
Volt Switch: Gets Galvantula out of deadly situations fast. A good finisher to allow a better ally to take the field and DESTROY EVERYTHING!!!
Energy Ball: The destruction of Ground types... Without Sturdy... And High Sp. Def... And no priority... I'm sure it'll come in handy some day.

Amoonguss (DoomShroom)
cinema_art__amoonguss_by_mazxty-d3hme01.gif

(Source: primalmoron.deviantart.com)
Item: Focus Sash
Ability: Regenerator
EVs: 252 HP / 160 Def / 92 SpA / 4 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Clear Smog
- Giga Drain
- Foul Play

Why is it on the Team: Amoonguss is the ultimate wall for many foes. It is the representation of the drug vets use to put animals to sleep permanently. A perfect defensive measure as despite the focus sash, it is hard to take down in one shot even with supereffective attacks. Although Darkrai's Ability is 'Bad Dreams', Amoonguss is the true nightmare bringer.

Move Selection:
Spore:
This is the move that is the difference between victory and defeat in some cases. Sleep is a great status because it allows free attacks, switches and time to boost stats. Or all three each consecutive turn. What's Better is that most foes don't have insomnia, and Magic Bounce does nothing. So Amoonguss can freely release the Death Sleep on all who cross it.
Clear Smog: This move is completely underused despite what it can do. Use belly Drum, Clear Smog says 'nope', Attack reduced to normal. It completely ruins those who rely on stat boosts (Except aegislash) And it completely ruins plans for evasion boosters with it's perfect accuracy.
Giga Drain: Amoonguss' best feature is that it can last for ages in battle, giga drain allows it to last even longer and continue to annoy enemies. Although it isn't that strong, it better than nothing.
Foul Play: You know how I said Clear Smog does nothing to Aegislash, Foul Play is the alternitive, it is perfect to deal with Swords Dance Arceus and other Attack Boosting pokemon. Note: I don't know it lowering the attack IVs makes foul play stronger or weaker, but if it weakens it... Well Amoonguss wasn't that strong anyway.


Hitmonlee (Mr. Noface)
hitmonlee.png

(Source: www.kisamayatsu.com)
Item: Liechi Berry
Ability: Unburden
EVs: 252 Atk / 252 Spe
Adamant Nature
IVs: 0 HP / 0 Def / 0 SpD
- Endure
- Reversal
- Blaze Kick
- Fake Out

Why is it on the team: Hitmonlee can be a destructive force of nature if used right. Unburden + Liechi Berry = Destruction to all who do not have priority: Reversal does 300 Damage at 1 hp and since Hitmonlee has 546 speed, anything without priority or resistance dies instantly. The lower defenses means that it Hitmonlee is more likely to survive with lower health.

Move Selection:
Endure:
Endure is the whole point of this set. Mega Lucario may do more damage with Reversal, but Hitmonlee actually has the speed to make it worthwhile due to unburden. The best part, Kangaskhan's Parental Bond doesn't nullify it like it nullifies focus sash.
Reversal: Reversal is strongest at 1 HP, but is good enough at 25% with the help of the liechi berry. A single move can be the difference between life and death, and this one is a clear example of it in action.
Blaze Kick: I just needed a fire move, Blaze Kick is actually the only option with Hitmonlee, but it makes use of the Attack boost to at least get rid of Scizor
Fake Out: If Aggron successfully uses endeavor at 1 HP, either bullet punch or fake out will deal the final blow, fake out is for foes who happen to learn extremespeed.

So that's the team. If you could give me any suggestions I would appreciate it. Only one thing, don't bother telling me stealth rocks is useful and to include it somewhere. I've never had any use and with this team. Otherwise, anything else is useful.
 
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Hello Smogen, I've been messing around with this team for a little while and I just can't seem to perfect it on my own. I'm not an expert on how to put a team together but this one has been working really well for me and I would like to find a way to improve it. Note that although it says ORAS Ubers, It can also be used in other formats quite effectivly.

Team Members in order:
Metagross
Salamence
Aggron
Galvantula
Amoonguss
Hitmonlee

(Brace youself for a wall of text)

Metagross
(Deathbringer)
View attachment 46689
(Source: gndillustrations.deviantart.com)
Item: Metagrossite
Ability: Clear Body
EVs: 136 HP / 196 Atk / 176 Spe
Jolly Nature
- Zen Headbutt
- Thunder Punch
- Meteor Mash
- Bullet Punch

Why Is it on the team: I admit, I've always loved Metagross. It has a great attack stat, as well as solid defences that allows it to hold out for many turns. Whats great is that it's mega-form enhances all these good stats even further, and gives it enough speed to outpace many potential dangers. Even though they made it weak to dark and ghost, it is still a good counter for many dangers for the rest of my team.

Move Selection:

Zen Headbutt:
Now that Metagross can actually outspeed most threats, it can take full advantage of Zen Headbutt's side effect of flinching, it is also a really powerful STAB which can be used on fighting types, which are a huge threat to Aggron.
Thunderpunch: Thunderpunch on Metagross is incredibly helpful. This move is great coverage for water and flying types which think they have a safe switch on Metagross, and go down HARD. Paralysis is also a bonus, but doesn't have much use since my team is made of Superfast pokemon who could outspeed the threat anyway. or Superslow pokemon who aren't quite fast enough to take advantage of it.
Meteor Mash: Metagross' Bread and Butter, Mega Metagross is fearsome enough, but if by some chance it gets a +1 bonus, the enemy is basically doomed. Metagross is a hard counter for Xerneas and many other Fairies, and also does some good damage on ice types, sadly most rock types survive because of high Defense and Sturdy, but Amoongus cleans them up nicely.
Bullet Punch: The only thing that is more annoying than defeat, is being defeated when the enemy only had 1HP left. Bullet punch is the solution to this as although Metagross is fast, many foes are faster (Gods curse you Focus Sash Darkrai!!!) Alas, Metagross still has one weakness... Swords Dance Arceus with earthquake.


Salamence (Skylord)
View attachment 46690
(Source: www.animeyume.com)
Item: Haban Berry
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Earthquake
- Rock Slide

Why is it on the team: Salamence is fearsome: At +1 Attack it can One Shot lots of threats, and at +1 Speed it can outspeed lots of those threats as well. Although they say Intimidate is better, I prefer combining Moxie with the dragon dance to just demolish everything. A note about the Haban Berry, for some reason the only threat to Salamence is other dragons. Metagross just kills everything that might have an ice move.

Move Selection:

Dragon Claw:
Dragon Claw not be the strongest physical dragon move, but since the strongest only has 75% Accuracy, I'm prepared to lose 20 Damage for a more reliable attack. STAB Damage makes it my strongest attack outside of super effective hits and it the only quick way to stop rival dragons.
Dragon Dance: Explained above as the reason for selection.
Earthquake: Deal supereffective damage on 6/18 types, which is quite alot, also has high damage and deals with diggers too.
Rock Slide: Combats it's weakness to ice types without ice shard, and because of the +1 Speed it takes full advantage of flinching.



Aggron (Robosaurus)
View attachment 46710
(Source: zhoid.deviantart.com)
Item: Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Atk
Adamant Nature
- Endeavor
- Metal Burst
- Shadow Claw
- Seismic Toss

Why is it on the team: Aggrons appear on many teams, but this one is probably a first. This one takes full advantage of it's sturdy ability to wreak many foes plans with it's surprising moveset. There's only one problem... It's defences are too good! If anything what I need is for Aggron is some suggestions on what stats should be placed where.

Move Selection:

Endeavor:
Endeavor is to be combined with the Custap berry and sturdy, at 1HP Endeavor gains priority, meaning that Fake Out/Bullet punch will defeat them. It's the perfect last resort for Aggron for everything except those with priority. But for that we have...
Metal Burst: Counter and Mirror Coat Combined. Perfect to kill a foe with max attack who isn't expecting it. Problem is that if hazards are out, sturdy is nullified and means that metal burst could be rendered worthless.
Shadow Claw: Coverage for ghost and dark. Kinda a filler really.
Seismic Toss: I got sick of defense boosters, so I got this. I guess it has its uses. (I'm looking at you Lugia)

Spiderbolt (Galvantula)
View attachment 46708
(Source: www.smogon.com)
Item: Choice Scarf
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Volt Switch
- Energy Ball

Why is it on the team: Choice Scarf Galvantula is the perfect counter for Darkrai and Mewtwo Y, and it's 91% accurate Thunder is a force to be feared. Although it can't last long in battle, it can still do enough damage to be worth it.

Move Selection:
Thunder:
Thunder is the strongest special electric attack, but it's accuracy has always been a drawback, now that Compound Eyes removes this, it is very dangerous. Paralysis is also a bonus which benefits the team.
Bug Buzz: The reason I chose Galvantula instead of things like Jolteon, bug buzz one shots the threats mentioned above, and best of all: It goes through substitutes.
Volt Switch: Gets Galvantula out of deadly situations fast. A good finisher to allow a better ally to take the field and DESTROY EVERYTHING!!!
Energy Ball: The destruction of Ground types... Without Sturdy... And High Sp. Def... And no priority...

Amoonguss (DoomShroom)
View attachment 46707
(Source: primalmoron.deviantart.com)
Item: Focus Sash
Ability: Regenerator
EVs: 252 HP / 160 Def / 92 SpA / 4 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Clear Smog
- Giga Drain
- Foul Play

Why is it on the Team: Amoonguss is the ultimate wall for many foes. Amoonguss is the representation of the drug vets use to put animals to sleep permanently. It it a perfect defensive measure for as despite the focus sash, it is hard to take down.

Move Selection:
Spore:
This is the move that is the difference between victory and defeat in some cases. Sleep is a great status because it allows free attacks, switches and time to boost stats. Or all three each consecutive turn.
Clear Smog: This move is completely underused despite what it can do. Use belly Drum, Clear Smog says 'nope' Attack reduced to normal. It completely ruins those who rely on stat boosts (Except aegislash)
Giga Drain: Amoonguss' best feature is that it can last for ages in battle, giga drain allows it to last even longer and continue to annoy enemies. Although it isn't that strong, it better than nothing.
Foul Play: You know how I said Clear Smog does nothing to Aegislash, Foul Play is the alternitive, it is perfect to deal with Swords Dance Arceus and other Attack Boosting pokemon. Note: I don't know it lowering the attack IVs makes foul play stronger or weaker, but if it weakens it... Well Amoonguss wasn't that strong anyway.


Hitmonlee
View attachment 46709
(Source: www.kisamayatsu.com)
Item: Liechi Berry
Ability: Unburden
EVs: 252 Atk / 252 Spe
Adamant Nature
IVs: 0 HP / 0 Def / 0 SpD
- Endure
- Reversal
- Blaze Kick
- Fake Out

Why is it on the team: Hitmonlee can be a destructive force of nature if used right. Unburden + Liechi Berry = Destruction to all who do not have priority: Reversal does 300 Damage at 1 hp and since Hitmonlee has 546 speed, anything without priority or resistance dies instantly. The lower defenses means that it Hitmonlee is more likely to survive with lower health.

Move Selection:
Endure:
Endure is the whole point of this set. Mega Lucario may do more damage with Reversal, but Hitmonlee actually has the speed to make it worthwhile due to unburden. The best part, Kangaskhan's Parental Bond doesn't nullify it like it nullifies focus sash.
Reversal: Reversal is strongest at 1 HP, but is good enough at 25% with the help of the liechi berry. A single move can be the difference between life and death.
Blaze Kick: I just needed a fire move, Blaze Kick is actually the only option with Hitmonlee, but it makes use of the Attack boost.
Fake Out: If Aggron successfully uses endeavor at 1 HP, either bullet punch or fake out will deal the final blow, fake out is for foes who happen to learn extremespeed.

So that's the team. If you could give me any suggestions I would appreciate it. Only one thing, don't bother telling me stealth rocks is useful and to include it somewhere. I've never had any use and with this team. Otherwise, anything else is useful.
I'd recommend the Yache Berry on Salamence
 
I'd recommend the Yache Berry on Salamence
I agree that the Yache Berry seems like a more reasonable choice, but I've never needed it as Ice types go down to Metagross' Meteor Mash and Hitmonlee's Reversal, and water types who have it go down to thunderpunch and Galvantula's thunder. The only real threats to Salamence I've seen are Dragons and Fairies, and the latter are also dealt to by metagross.
 
I have a question: is there a particular reason you're using these pokemon in ubers when most of them are borderline unviable? It seems that you've put these pokemon on this team with the intent of beating Ubers threats, and would like to know your reasoning for doing so, so I can rate your team better.
thanks!
 
I have a question: is there a particular reason you're using these pokemon in ubers when most of them are borderline unviable? It seems that you've put these pokemon on this team with the intent of beating Ubers threats, and would like to know your reasoning for doing so, so I can rate your team better.
thanks!
My reason... I'm Challenging myself.
Using this setup, I've been able to defeat teams with multiple legendary pokemon in them (As in 3-4) and frankly, I didn't want to be another person spamming legendary pokemon just for the win. I realise they are the strongest threats in this tier, let alone most tiers, which is why I'm asking for suggestions. And besides, it's lots of fun beating a whole team of legendaries without using one yourself :)
(Also: If I'm winning comfortably with an unviable team, what would happen if I decided to actually use a viable one?)
 
The thing is, you probably aren't facing good opponents since Primal Groudon, Xerneas (kinda), Stealth Rock in general, Ekiller, Ho-oh, and a bunch of other threats/common moves smack your team around. The only mon you have that is borderline viable is mega Metagross and you don't run it to exploit its niche in Ubers (pursuit trapper and Xerneas check in one mon).

If you really don't want to use legendaries (which is terrible criteria; the arguably 2nd best mon in the tier isn't "legendary"), then I won't suggest any particular Pokemon to you because no suggestion I have can make your team coherent or usable if you want to shoot yourself in the foot like that. But I don't want to leave you with nothing, so I'll point out some things:

You need Stealth Rock. Yes, I know that you said not to suggest it, but any team without it is probably terrible. Just because it hasn't come in handy yet (have you not faced Ho-oh???), doesn't mean that your team wouldn't be 100x better off with it.

With your... interesting... sets for Aggron and Amoonguss, you'll need hazard control. I suggest making room for Rapid Spin on Hitmonlee. What's the point of a Sash or Sturdy if the most common rockers in the tier can set them up on turn 1 with no risk against pretty much every mon?

Last but not least, I'd recommend restructuring the team so that you have Mega Salamence. This is the only way that I can see you winning against any serious team since you get to use one of the scariest mons to carry the rest of your team without it being "legendary".

Hope I helped.
 
Thank you Tenefix, I have always liked Mega Salamence's Power (But removing his front legs, really?) so I'll give that a try, as I said, I've never used stealth rocks, but I guess I could give it a try with Aggron (Probably should forget shadow claw, it pretty useless anyway) and thanks for pointing out that Hitmonlee could learn rapid spin, I could try find a place for it on him but the question is, blaze kick or fake out? Blaze kick gives me advantage on bug and steel types, while fake out is for extremespeed users. The only other question is what I should give Metagross now it doesn't have to mega evolve? Assault Vest?

Oh, and I have faced Ho-oh, but Galvantula outspeeds it and does heavy damage, then I just finish it off with something else (Mega Metagross can currently outspeed it with the current stat investment), so it's never been a real threat.
 
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I would possibly replace metagross with Klefki, it gives you a second form of speed control as well as a xerneas check, if you decide to go down the path of no legendaries. I still think you are kind if shooting yourself in the foot but at least you're aware of that fact.
also dont worry if you use mega salamence, he still has his front legs, theyre just tucked into his armor! Feel free to shoot me a PM if you need anything else, ill rate this team within the next couple of days, all with keeping your wants in mind
 
Thank you Tenefix, I have always liked Mega Salamence's Power (But removing his front legs, really?) so I'll give that a try, as I said, I've never used stealth rocks, but I guess I could give it a try with Aggron (Probably should forget shadow claw, it pretty useless anyway) and thanks for pointing out that Hitmonlee could learn rapid spin, I could try find a place for it on him but the question is, blaze kick or fake out? Blaze kick gives me advantage on bug and steel types, while fake out is for extremespeed users. The only other question is what I should give Metagross now it doesn't have to mega evolve? Assault Vest?

Oh, and I have faced Ho-oh, but Galvantula outspeeds it and does heavy damage, then I just finish it off with something else (Mega Metagross can currently outspeed it with the current stat investment), so it's never been a real threat.
Metagross works with Assault Vest
 
I would possibly replace metagross with Klefki, it gives you a second form of speed control as well as a xerneas check, if you decide to go down the path of no legendaries. I still think you are kind if shooting yourself in the foot but at least you're aware of that fact.
also dont worry if you use mega salamence, he still has his front legs, theyre just tucked into his armor! Feel free to shoot me a PM if you need anything else, ill rate this team within the next couple of days, all with keeping your wants in mind

Hmm... I guess I could try out Klefki, I'll have to play around with the moveset though as it's the first time I've used one and because of all the format rules, some moves won't be allowed. What I've currently got is:

Deathkeys (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 148 Def / 108 SpD
Calm Nature
- Flash Cannon
- Reflect
- Draining Kiss
- Thunder Wave

Flash Cannon for the STAB against Fairies and Ice Types, (And I guess rock types now it's a special move). Reflect is for Arceus and Rayquaza who just love their Earthquakes and Extremespeeds. Draining Kiss is for those Annoying Dragons, and to allow Klefki's reign of annoyance to continue. Thunder Wave is also for Arceus and Rayquaza, because to hell with those guys.

My only problem with using Klefki is that I lose my only priority attack. I might try Scizor as well because of Technician Bullet Punch, but one step at a time, I'll try Klefki first.
 
Hmm... I guess I could try out Klefki, I'll have to play around with the moveset though as it's the first time I've used one and because of all the format rules, some moves won't be allowed. What I've currently got is:

Deathkeys (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 148 Def / 108 SpD
Calm Nature
- Flash Cannon
- Reflect
- Draining Kiss
- Thunder Wave

Flash Cannon for the STAB against Fairies and Ice Types, (And I guess rock types now it's a special move). Reflect is for Arceus and Rayquaza who just love their Earthquakes and Extremespeeds. Draining Kiss is for those Annoying Dragons, and to allow Klefki's reign of annoyance to continue. Thunder Wave is also for Arceus and Rayquaza, because to hell with those guys.

My only problem with using Klefki is that I lose my only priority attack. I might try Scizor as well because of Technician Bullet Punch, but one step at a time, I'll try Klefki first.
Personally I'd go with
Klefki@Leftovers/Assault Vest
Ability:Prankster
Bold Nature
EVs: 252Def 200HP 48SpD 8SpA
-Thunder Wave
-Light Screen/Reflect
-Foul Play
-Spikes/Flash Cannon
 
Personally I'd go with
Klefki@Leftovers/Assault Vest
Ability:Prankster
Bold Nature
EVs: 252Def 200HP 48SpD 8SpA
-Thunder Wave
-Light Screen/Reflect
-Foul Play
-Spikes/Flash Cannon
Uh... You know that Assault vest prevents the use of status moves, with this setup Klefki could only use foul play (or the optional flash cannon)
 
Concerning Klefki:

The best set uses max SpDef with a careful nature and has Toxic, Twave, Spikes, and Play Rough. Other choices are suboptimal except Dual Screens over Spikes and Toxic on a select few teams (don't think that yours is one of them). Always use Leftovers.

By the way, you should look at the Smogon Dex for optimal sets, as Pokemom that are viable in the tier will have their own Ubers section.

Also, despite what the other person said, AV Metagross does NOT work. Not sure why he thinks it does... In fact, I can't think of a single good mon in Ubers that uses Assault Vest.
 
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Thanks Terefix, I'll give that a shot. I've been playing around with the Scizor as well and have come up with this set

DeathBug (Scizor) @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Bug Bite
- Bullet Punch
- Toxic
- Defog

With this setup, I'm able to do huge damage with Bullet Punch and have a reasonably powerful Bug Bite (Which could remove an annoying opponents Lum Berry).
Defog Frees Up Hitmonlee, who sucks as a hazard check, and allows it to have the fake out to outspeed Extremekiller Arceus. Toxic is just to inflict Status, but is kinda a filler for Scizor.

Also, would it be more worthwhile to swap Aggron's Seismic toss with toxic? I was fighting a team and lost to stupid lugia who was spamming roost and aggron was the only one left.
 
Regular Scizor (and even Mega Scizor in many cases) is underwhelming in Ubers and is not a good defogger and I'll tell you why: Primal Groudon. The most used mon, and the most used rocker. It threatens out Scizor every time and can set up rocks again and again. Good defoggers BEAT primal Groudon (Latias, Arceus-Water, etc).
 
Thanks Terefix, I'll give that a shot. I've been playing around with the Scizor as well and have come up with this set

DeathBug (Scizor) @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Bug Bite
- Bullet Punch
- Toxic
- Defog

With this setup, I'm able to do huge damage with Bullet Punch and have a reasonably powerful Bug Bite (Which could remove an annoying opponents Lum Berry).
Defog Frees Up Hitmonlee, who sucks as a hazard check, and allows it to have the fake out to outspeed Extremekiller Arceus. Toxic is just to inflict Status, but is kinda a filler for Scizor.

Also, would it be more worthwhile to swap Aggron's Seismic toss with toxic? I was fighting a team and lost to stupid lugia who was spamming roost and aggron was the only one left.
If you're going with Jolly nature and Max Speed your best bet is to run the choice scarf, bringing Scizors speed to 177.5
 
so on aggron i was looking at seismic toss and wondering why you weren't using dragon tail or roar. Dragon Tail actually phazes those bulky walls and also helps to stop setup sweepers if sturdy is broken, as well as do damage.
Also, for salamence, there isn't really much that uses a dragon move (Zekrom, MixQuaza and the Latis being exceptions) outside of Dragon Tail, so i'm not too sure about Haban berry. I would personally go for Roseli or Charti if you were looknig for a pinch berry, as Stone edge EKiller is very real and very dangerous. Alternatively, you could run the fatmence Defog spread in order to provide a reliable form of hazard removal as well as something that can take physical hits. This can also be applicable to mega salamence now that you are thinking about using it.
Lack of priority is a problem indeed, but you could always run a more offensive Mega Salamence set and replace Hitmonlee with hitmontop, this gives you a nice dual-intimidate thing going on, as well as a fighting-type with not only hazard removal, but a solid pool of priority moves (fake out, sucker/mach punch) that are legal with intimidate.

So to summarize
MGross->SDef Keys (already mentioned in an earlier post
Aggron: SToss->Phazing move, Shadow Claw->Stealth Rock (you need those)
Salamence->MMence (set is up to you, fatmence if keeping lee, offensive if changing, as EndureReversal lee doesn't work well with spin)
Hitmonlee->Hitmontop if you so desire
 
Thanks for all the advice, I hope to try them out when I have time. I've only got two questions for now: 1. Would it be useful to replace Galvantula's Energy Ball (Which I never use) With the sticky web field hazard? It might help since many of my team members aren't that fast, and 2. Why does every extremekiller Arcues use extremespeed on aggron when it only has 1 HP left? It makes no sense wasting one of it's 8 PP (Do they know about the custap + endeavor + fake out combo?!?!?!)
 
Thanks for all the advice, I hope to try them out when I have time. I've only got two questions for now: 1. Would it be useful to replace Galvantula's Energy Ball (Which I never use) With the sticky web field hazard? It might help since many of my team members aren't that fast, and 2. Why does every extremekiller Arcues use extremespeed on aggron when it only has 1 HP left? It makes no sense wasting one of it's 8 PP (Do they know about the custap + endeavor + fake out combo?!?!?!)
Speaking from experience, a non-stab energy ball isn't always that usefull. I'd go with the sticky web, it's a great move, and really helps with slowing down grounded opponents
 
Ok, so I've been messing around with the team a little and with this new setup I've had a really good time, however, I can still see faults which need ironing out, but I've had a 95% Success rate (Roughly) but I thought I'd ask again for assistance. (PS: If I need to just repost this team as a new entry, then let me know. I'm a noob at how these kinda websites work :/ )

I've finally worked out my playstyle, which is basically to be unpredictable with a crazy team that shouldn't work, but does very well despite that.

Deathbug (Scizor)

@ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Bug Bite (Filler)
- Counter
- Fury Cutter (Filler)

I've kept Scizor because frankly, I've never been a fan of status moves like toxic and paralyze, so Klefki isn't really my kinda pokemon. I enjoy the fact in knowing I have a powerful priority move. Bug Bite and Fury Cutter are kinda fillers, as Scizor's goal is really designed to finish off weak foes. Now on to Counter: The fact is with the previous setup, I could defeat either Arceus OR Rayquaza with Aggron, when the one I don't choose finishes me off with extremespeed. (It's like they know about the custap berry. It scares me O.O) So we give Scizor Counter, a move that seems underrated on Scizor, but with base 281 HP, counter does a maximum of 562 damage, killing anything other than Blissey (Which has awful attack anyway) And surprises lots of foes. All I really want is to know is what to do with the fillers.

Skylord (Salamence) (M) @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Toxic
- Roost
- Frustration
- Defog

So I went with the suggestion of using Fatmence, but really, it's a mixed set. Instead of Refresh, I went with Toxic (Because it's the only way to cripple Lugia). Roost and Defog are the default Fatmence Set. Frustration is because I didn't like the low power of Body Slam (Which was suggested), so I went with Frustration because of Ditto being the only real threat to Salamence at Endgame.

For Aggron:

Swapped toxic/seismic toss - with Head Smash

I've already explained Endeavor, Metal Burst and Added Stealth Rocks; But I never mentioned Head Smash. Since Endeavor does nothing to Ghosts, I decided for an All or Nothing approach. I never finish with Aggron, so it's been a successful set... Except despite the 80 accuracy on Head Smash, it has missed every single time!

Scolipede @ Sitrus Berry
Ability: Speed Boost
EVs: 252 Atk / 144 Def / 40 SpD / 72 Spe
Adamant Nature
- Megahorn
- Swords Dance
- Earthquake
- Protect

Scolipede is a mindgame, and I like confusing people. With her stat investment after using protect once, she can outspeed Mega Mewtwo Y, and only looses to Deoxys, but with the Def investment, she was able to withstand a Fire Punch from a Attack Form Deoxys, most likely with Jolly nature as Scolipede can also outspeed Adamant Deoxys at +1. What's great is that Scolipede using megahorn one-shots dangerous threats like Darkrai and said Mega Mewtwo Y, who sometimes survived Galvantula's Bug Buzz. The whole point of Scolipede is it's a misconception. People assume that it's going to be one of those baton passing Scolipede to boost my other pokemon, so they often go with taunt. Here's how it works:

Turn 1: Scolipede uses Protect, Opponent uses taunt.
Opponent's thoughts: *Sigh* Another annoying baton passer.
Turn 2: Scolipede (Now at +1 Speed) Uses Swords Dance, Opponent uses taunt.
Opponent's thoughts: Hah, let's see you baton pass now.
Turn 3: Scolipede uses Megahorn/Earthquake. Opponent Dies
Opponent's thoughts: WTF WHAT IS GOING ON, WHY DOES IT FIGHT!!!

It makes me laugh so hard when that happens. Although it's short-lived as most teams have Primal-Groudon to clean up Scolipede, being able to tank her attacks. But whatever, Scolipede wasn't added for power, it's for messing with people's heads.

Amoonguss:

All I did was remove Foul Play and add toxic, nuff said.

Hitmonlee:

No Changes Here. Now Here's my thoughts on the team.

Problem 1: 5/6 of my team are physical attackers, so Will-o-Wisp cripples them, expecially Hitmonlee, who's designed to do huge damage with reversal rather than anything else, and now dies because of it.
List of Potential Solutions: I could give Salamence Facade, but at the loss of power. Not really an Idea option, but it's there.

Problem 2: I have nothing for Aegislash other than Scolipede, who often goes down within the first few turns. In fact, I have nothing for ghost types at all.
List of Potential Solutions: I suppose I could teach Hitmonlee Knock Off, or Scizor because of it's filler moves. But that means Hitmonlee does nothing to flying types like Ho-Oh.

Any other ideas?
 
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