SV Ubers Rate my team - sorry about the last post! And fixes??

Misdreavasaur (Flutter Mane) @ Choice Specs
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Moonblast
- Mystical Fire
- Power Gem
Flutter mane is usually the lead to get some damage done on some the opponent's pokemon and hopefully ohko some of them.
Shadow and Moonblast are for STAB, mystical fire deals with Zacian-C and other steel types while power gem is good for dealing with Ho-Oh.
Flutter mane usually gets koed early due to it's weak HP and Defence stat.

Red Miraidon (Koraidon) @ Choice Scarf
Ability: Orichalcum Pulse
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Dragon Claw
- Flare Blitz
- U-turn

Koraidon is here to set the sun for Flutter Mane, giving it an insane speed boost, allowing it to outspeed it's threats like Zacian and Dragapult which are common in Ubers. Choice scarf helps upgrade it's speed for it to outspeed Zacian and Iron Bundle which give it some trouble. Drain Punch can help it recover health while hopefully dealing an OHKO and it's also for STAB reasons. Dragon Claw is for STAB. Flare blitz pairs well with tera Fire and deals a significant amout of damage under sun. U-turn is for coverage and for sending in Flutter Mane.

Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Ground
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Earthquake
- Toxic
- Protect
- Substitute

Gliscor is the first staller of the team. It's extremely fragile to ice type moves and Kyogre's Water Spout so I decided to give it Tera water to give it longevity. Earthquake deals STAB damage. Toxic wears down most opponents. Protect is for Poison heal recovery and it pairs well with substitute so it will earthquake the foe until it dies and the opponent usually rage quits.

Fake Solgaleo (Necrozma-Dusk-Mane) @ Heavy-Duty Boots
Ability: Prism Armor
Tera Type: Fire
EVs: 252 HP / 204 Def / 52 Spe
Impish Nature
- Dragon Dance
- Sunsteel Strike
- Earthquake
- Morning Sun

Necrozma is a physical attacker on this team. Dragon Dance boosts Earthquake and Sunsteel Strike, as well as it's lousy speed. Morning sun pairs well with Koraidon's Orichalcum Pulse which sets up the sun. It will heal Necrozma if it gets hit hard by certain ground type foes. Tera Fire is for burn immunity since burns are very annoying to physical attackers. boots are for the annoying entry hazards.

Chemical Blocks (Garganacl) @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Salt Cure
- Recover
- Stealth Rock
- Protect

Garganacl is the other staller. Tera Fairy is for defence against the common fighting types and making sure it doesn't die to a Scale shot. Salt cure is just purely annoying and targets common pokemon like Zacian, zamazenta, skarmory, ho-oh, kyogre, palkia, etc. Anything with a rock weakness or is steel or water type.
Recover recovers precious hp and protect gets some leftovers recovery.

Steel Alpha (Zacian-Crowned) @ Rusted Sword
Ability: Intrepid Sword
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Behemoth Blade
- Play Rough
- Wild Charge

Zacian is the main sweeper. It is fast and powerful. Behemoth blade checks many common fairy types in Ubers and deals STAB, Play rough is for dealing with the dragons and Wild Charge is for dealing with Kyogre and other water/flying types or pokemon that resist fairy and steel moves. Tera flying ensures that zacian doesn't get hit by earthquake or earth power. Swords dance is scary because if paired with Intrepid sword, everything without sturdy or focus sash dies.
 
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