ive been experimenting with a lot of stuff lately on ubers, and this is my favorite team at the moment. -Mind- helped me build a pretty good uber team but it seemed to fit his style of play a lot better than mine. i build this team on my own and its worked so far, after a ton of fixes and a ton of losses before its change.
my team tries to disrupt and control the field, as shown by my lead and play selection.
Tyranitar (M) @ Lum Berry
Ability: Sand Stream
EVs: 240 HP/184 Atk/84 SDef
Careful nature (+SDef, -SAtk)
- Superpower
- Crunch
- Thunder Wave
- Stealth Rock
This is the perfect example of an anti-lead in the uber metagame. I have seen players use this before and adapted it to fit my gameplan. It never fails against Darkrai or Deoxys leads, as Darkrai will usually Dark Void first and I will return the favor with a Superpower. Deoxys-s leads usually just get Stealth Rock up, as many of them lack Superpower and are afraid of Pursuit. Usually always gets Stealth Rock up, but not right away mind you. I generally wait until later to get Stealth Rock up, because 9 times out of 10, I will be in immediate danger if I try to set them up right away. Survives a Mewtwo Aura Sphere, an extremely helpful quality that will help in a pinch. EVed for 350 Attack and 401 HP.
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Latios (M) @ Soul Dew
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Draco Meteor
- Grass Knot
- Substitute
Great early game Pokemon, deals with any lead that Tyranitar can't deal with and they both take each others counters. Tyranitar can usually take out other Tyranitar, Darkrai, and Lugia. Latios will take out Groudon and Kyogre pretty easily. A very simple set, Draco Meteor is for the extreme power it provides. Almost nothing besides Steel-types and Blissey are safe from even an unboosted Draco Meteor from Latios. Grass Knot is for the Groudon and Kyogre that I had referred to. I prefer Substitute to a third attack or Recover because its pretty stupid to just go out "swinging" with Draco Meteor. One mistake could indeed be fatal. So if I sense a switch coming, I just use Substitute and plan from there.
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Palkia @ Lustrous Orb
Ability: Pressure
EVs: 252 Atk/176 Spd/80 SAtk
Hasty nature (+Spd, -Def)
- Bulk Up
- Aqua Tail
- Outrage
- Flamethrower
Was originally MixQuaza who was absolutely useless. I needed something that could lay the smack down on Scizor and Stall. Palkia fits both of those bills perfectly. Bulk Up will usually drive away any Blissey that switch in, and I can lay the smack on their Steel-type switch ins with Aqua Tail and Flamethrower. Flamethrower is especially nice for Forretress and Parasect. When Palkia is ready to rip through their teams main wall such as Lugia or Giratina, I simply Outrage and go for a quick 2HKO or OHKO, depending on the ammount of damage that had been taken already. Makes for another Kyogre counter in an extreme pinch. Also has the added benefit of dealing with pretty much all "weather leads".
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Mewtwo @ Choice Scarf
Ability: Pressure
EVs: 32 Atk/224 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Grass Knot
- Selfdestruct
- Ice Beam
- Aura Sphere
Last Chance Eradicator is a great way to describe Mewtwo. Baton Pass Groudon all set up? Simply switch in and Grass Knot his ass to hell with a 580 speed stat. Scarf Dialga rampaging? Aura Sphere takes it out. Grass Knot deals with Groudon and Kyogre and delivers decent blows to the big bulkys of ubers. Ice Beam is for Rayquaza who can be quite a problem if Quagsire is locked into the wrong move (which is why I pretty much always use Stone Edge or Ice Punch on him unless the situation calls for a dire Earthquake). Selfdestruct is a great "final move" once Mewtwo has lasted his stay.
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Quagsire (M) @ Choice Band
Ability: Water Absorb
EVs: 252 HP/16 Atk/240 SDef
Careful nature (+SDef, -SAtk)
- Earthquake
- Waterfall
- Stone Edge
- Ice Punch
Thunder Wave absorber and Kyogre counter. I usually switch him into Groudon Leads first turn to absorb the Thunder Wave and then switch to Latios to take the Earthquake. With so many Water-type attacks flying around, Quagsire is usually getting healed. His job is to simply Stone Edge and Ice Punch, Earthquaking if its their last Pokemon Dialga or Kyogre against Quagsire. My team is severely weak to Rayquaza if it gets one Swords Dance, so I don't want him having any free opportunities.
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Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/40 Def/216 SDef
Careful nature (+SDef, -SAtk)
- U-turn / Ice Punch
- Wish
- Toxic
- Protect
A final last wall of sorts, thrown on as a Steel-type that every team needs and a great general counter to a lot of the Dragon attacks and special attacks thrown around in ubers. Provides my team with invaluable Wish support and gets some himself too if he needs it. I am thinking about Ice Punch over U-Turn for more powers against Dragon-types (specifically Rayquaza).
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my team tries to disrupt and control the field, as shown by my lead and play selection.







Tyranitar (M) @ Lum Berry
Ability: Sand Stream
EVs: 240 HP/184 Atk/84 SDef
Careful nature (+SDef, -SAtk)
- Superpower
- Crunch
- Thunder Wave
- Stealth Rock
This is the perfect example of an anti-lead in the uber metagame. I have seen players use this before and adapted it to fit my gameplan. It never fails against Darkrai or Deoxys leads, as Darkrai will usually Dark Void first and I will return the favor with a Superpower. Deoxys-s leads usually just get Stealth Rock up, as many of them lack Superpower and are afraid of Pursuit. Usually always gets Stealth Rock up, but not right away mind you. I generally wait until later to get Stealth Rock up, because 9 times out of 10, I will be in immediate danger if I try to set them up right away. Survives a Mewtwo Aura Sphere, an extremely helpful quality that will help in a pinch. EVed for 350 Attack and 401 HP.
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Latios (M) @ Soul Dew
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Draco Meteor
- Grass Knot
- Substitute
Great early game Pokemon, deals with any lead that Tyranitar can't deal with and they both take each others counters. Tyranitar can usually take out other Tyranitar, Darkrai, and Lugia. Latios will take out Groudon and Kyogre pretty easily. A very simple set, Draco Meteor is for the extreme power it provides. Almost nothing besides Steel-types and Blissey are safe from even an unboosted Draco Meteor from Latios. Grass Knot is for the Groudon and Kyogre that I had referred to. I prefer Substitute to a third attack or Recover because its pretty stupid to just go out "swinging" with Draco Meteor. One mistake could indeed be fatal. So if I sense a switch coming, I just use Substitute and plan from there.
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Palkia @ Lustrous Orb
Ability: Pressure
EVs: 252 Atk/176 Spd/80 SAtk
Hasty nature (+Spd, -Def)
- Bulk Up
- Aqua Tail
- Outrage
- Flamethrower
Was originally MixQuaza who was absolutely useless. I needed something that could lay the smack down on Scizor and Stall. Palkia fits both of those bills perfectly. Bulk Up will usually drive away any Blissey that switch in, and I can lay the smack on their Steel-type switch ins with Aqua Tail and Flamethrower. Flamethrower is especially nice for Forretress and Parasect. When Palkia is ready to rip through their teams main wall such as Lugia or Giratina, I simply Outrage and go for a quick 2HKO or OHKO, depending on the ammount of damage that had been taken already. Makes for another Kyogre counter in an extreme pinch. Also has the added benefit of dealing with pretty much all "weather leads".
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Mewtwo @ Choice Scarf
Ability: Pressure
EVs: 32 Atk/224 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Grass Knot
- Selfdestruct
- Ice Beam
- Aura Sphere
Last Chance Eradicator is a great way to describe Mewtwo. Baton Pass Groudon all set up? Simply switch in and Grass Knot his ass to hell with a 580 speed stat. Scarf Dialga rampaging? Aura Sphere takes it out. Grass Knot deals with Groudon and Kyogre and delivers decent blows to the big bulkys of ubers. Ice Beam is for Rayquaza who can be quite a problem if Quagsire is locked into the wrong move (which is why I pretty much always use Stone Edge or Ice Punch on him unless the situation calls for a dire Earthquake). Selfdestruct is a great "final move" once Mewtwo has lasted his stay.
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Quagsire (M) @ Choice Band
Ability: Water Absorb
EVs: 252 HP/16 Atk/240 SDef
Careful nature (+SDef, -SAtk)
- Earthquake
- Waterfall
- Stone Edge
- Ice Punch
Thunder Wave absorber and Kyogre counter. I usually switch him into Groudon Leads first turn to absorb the Thunder Wave and then switch to Latios to take the Earthquake. With so many Water-type attacks flying around, Quagsire is usually getting healed. His job is to simply Stone Edge and Ice Punch, Earthquaking if its their last Pokemon Dialga or Kyogre against Quagsire. My team is severely weak to Rayquaza if it gets one Swords Dance, so I don't want him having any free opportunities.
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Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/40 Def/216 SDef
Careful nature (+SDef, -SAtk)
- U-turn / Ice Punch
- Wish
- Toxic
- Protect
A final last wall of sorts, thrown on as a Steel-type that every team needs and a great general counter to a lot of the Dragon attacks and special attacks thrown around in ubers. Provides my team with invaluable Wish support and gets some himself too if he needs it. I am thinking about Ice Punch over U-Turn for more powers against Dragon-types (specifically Rayquaza).
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