RedFox7

REDFOX7

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I've played loads of uber games on Showdown
, it's my favorite tier and this is the team I have used recently with the most success.
I thought I'd try out making a RMT after browsing through the forums.

The idea behind my team was that I wanted to definitely use a weather, as certain uber threats (Excadrill, Kabutops etc) are really dangerous if you do not have weather of your own. I've always thought Ho-oh has become OP since it received regenerator
from the dream world, so Groudon and a sun based team seemed a logical starting point. The team tries to deal with most prominent uber threats while hopefully poking enough holes in the other team to allow a sweep.

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Groudon
@ Lum Berry
Ability: Drought
Nature: Impish

Evs: 252 Hp / 112 Def / 135 SpDef / 8 Spe
Moves:
Earthquake / Roar / Stealth Rock / Thunder wave

Groudon is my auto-weather inducer and stealth rocker.
He can be used as my lead - if I see the other team is SR weak or uses a Darkrai (generally used as a lead) I lead off with Groudon. If they use a Kyogre lead I can see if I'm faster/slower depending on which weather is set up, and with these Ev's he can survive a modest water spout in the sun and paralyze.Lead Darkrais' that don't use trick get laughed at and paralyzed. Roar > Dtail because of increased accuracy, and the ability to phase Lugia and Ho-oh through subs, which he otherwise can't really touch. I'd never go Dtail to be honest. Impish nature and max Hp so Groudon can check physical threats like E-Killer Arceus in a pinch. 8 speed Evs speed creep to outspeed the other ever-so-common base 90 leads that do not invest in speed.




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Ho-Oh
@ Leftovers
Ability: Regenerator
Nature: Adamant

Evs: 204 Hp / 252 Att / 52 Spe
Moves:
Brave Bird / Sacred Fire / Roost / Substitute

Ho-Oh is a beast and if the opposing trainer doesn't understand what I am trying to do he/she is in deep trouble.
90% of the time this Ho-Oh outspeeds Groudon and can just sub in its face until stone edge misses. Then it can roost and repeat to PP stall or fire off a sacred fire and hope for a burn. I even switch in and out to abuse regenerator so dialga takes a stone edge or 2 keeps the opponent guessing. This happens far more than you would think. Ho-Oh's high special defense allows it to check calm mind variants of arceus and scarf dragons locked into special moves.
I choose leftovers over Life orb for the extra recovery, I find it helps vs sandstorm and the rare hail, and helps with sub/brave bird. I don't feel Ho-Oh even needs rapid spin support now thanks to regenerator, even with stealth rocks down it is a monster. 204 hp Evs to reach 404 Hp and shit on seismic toss users like Chansey/Blissey/Deoxys-D.



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Latias @ Soul Dew

Ability: Levitate
Nature: Timid

Evs: 100 Hp / 208 SpAtt / 4 SpDef / 196 Spe
Moves:
Dragon pulse / Thunder / Grass Knot / Hidden Power Fire

I love this guy. 4 attacks Latias is often unexpected, and this guy can plow through teams like a knife through hot butter. With 208 SpAtt evs he hits like a truck, and much harder than expected. Hidden power fire is to roll ferro/forry's that think they have it covered. You may think thunder and grass knot are kinda redundant together, esp thunder on a sun team. But thunder is there mainly to hit kyogre, and the 30% para chance if they switch is very appealing. It has the added bonus of being neutral on forry/jirachi. I run in to a lot of rain teams that have no thunder resists. Grass knot is there to OHKO standard Groudon, which is always unexpected. Dragon pulse for strong stab. The speed Evs are to reach 334 so it outspeeds non-scarf Garchomp, the SpAtt Evs are so it nails Groudon and any other mon that doesn't respect it, and the rest are in hp to make it bulky enough to counter Kyogre, which is Latias's primary role.
It was either Latias or Palkia in this position, I think almost every uber team should have one or the other (or Ferro type) considering the prevalence of Kyogre. I like that Latias is immune to spikes/tspikes, packs an element of suprise with this set and overall has better stats than Palkia.



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Darkrai @ Choice Scarf
Ability: Bad Dreams
Nature: Timid

Evs: 4 Hp / 252 SpAtt / 252 Spe
Moves:
Dark Void / Dark Pulse / Trick / Haze

I originally started using a scarf Rai with haze
because of moody clause. It could outpseed most moody users at + 3 and haze through subs. It was pretty good. I still use it now because it was so damn good, and no sleep clause. Scarf may seem like a funny item, but I can trick leads like Groudon that I think may be holding a lum berry, or Deoxys-s that are going to set up rocks. It outspeeds scarf genesect leads and puts them to sleep. I have loads of fun fun with trick, stealing Chansey's eviolites or Lati's Soul Dews. Sometimes I even sweep end-game with scarf dark pulse.

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Dialga @ Choice Scarf
Ability: Pressure
Nature: Modest

Evs: 4 Hp / 252 SpAtt / 252 Spe
Moves:
Dragon Pulse / Draco Meteor / Thunder / Flamethrower

This guy is a staple on every one of my teams. It resists extreme speed and outspeeds arceus, allowing me to get off a draco meteor and often finish an E-Killer Arceus that thinks it is going to sweep. It also outspeeds, Mewtwo, Shaymin and Darkrai, which allows it to revenge them easily (or in Shaymins case, just switch in and roll it). Late game it can pull off a sweep with dragon pulse. Thunder is for Kyogre/Lugia and flamethrower is for Ferro/Forry mainly, or late game it can be used to sweep if the sun is up depending on what the opponent has left. I don't like the accuracy drop of fire blast, especially considering I mainly use this move for Ferro/Forry.

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Arceus @ Lum Berry
Ability: Multitype
Nature: Adamant

Evs: 192 Hp / 252 Att / 60 Def / 4 Spe
Moves:
Extreme Speed / Brick Break / Shadow Claw / Swords Dance

Extreme-Killer Arceus just coz he's really good and my team needs another physical attacker to power through walls like the pink blobs. Stab priority is nice and this guy generally will faint at least one opposing pokemon, and also can potentially be a huge threat if the other team lacks any appropriate counters. Some def Evs to hopefully tank a hit from other E-Killer Arceus. I just prefer bulky over max speed on my E-Killers. Lum Berry to help it deal with Darkrai(which are everywhere at the moment).
 
I really like this team. It's quite unusual and you seem to have checks to a lot of prominent threats in the metagame while maintaining offensive pressure because most of your team can hit pretty hard.

However, I'm not quite convinced of all the individual sets.

Groudon doesn't care much for Lum Berry with that set. Yes, it helps against Darkrai, but if said Darkrai carries Focus Sash something will be put to sleep either way, and leftovers are much more useful for just about everything else. Thunder Wave also seems a little redundant because half of your team is really fast (and Groudon and Arceus aren't too concerned with outspeeding stuff for most part). Consider Stone Edge instead to threaten opposing Ho-Oh (which your team does not like to face).

Ho-Oh's 52 speed EVs are pretty pointless. Either run max speed to compete with other invested base 90s, or give it some 12 EVs to speed creep uninvested base 90s. The rest is best off in HP or SpD.

Latias' Thunder is redundant. As I mentioned, even though paralysis is nice, your team does not need it much, and it adds almost no coverage; Kyogre is hit just as hard with Grass Knot, while HP Fire always hits Forry harder and hits Jirachi harder in any weather but rain (standard Jirachi isn't hit that hard by Thunder anyway and can stall you out in rain unless you get lucky with full paralysis). And of course, Thunder is terrible in sun, your preferred weather. It has niche advantages, but those are easily outweighed by the advantages of Recover (or Calm Mind or Psyshock, but Latios pulls off really offensive sets better, regardless of surprise factor).

Scarfrai is fun and haze is pretty cool and unique. Just avoid using haze while scarfed unless things are really desperate, as that's generally a singularly terrible idea.

Your team is also likely to struggle against stall and maybe even semi-stall. You have no real wallbreaking power or mixed attackers to force your way through, and having no toxic users doesn't help either. Your team is also quite vulnerable to entry hazards (Ho-Oh hates Stealth Rock, 4 Pokemon hate Spikes and only Ho-Oh has any recovery at all), which tends to be a big part of stall/semi-stall's win condition. However, for your team to deal with stall effectively would require quite a few changes, so I'll just leave that as a threat that you have to really play around.
 
Ho-Oh's 52 speed EVs are pretty pointless. Either run max speed to compete with other invested base 90s, or give it some 12 EVs to speed creep uninvested base 90s. The rest is best off in HP or SpD.

It's called speed creep and I'd say it is fairly good to have that amount of EVs to creep other speed creeping base 90 mons (even support mons like Dialga and Groudon are often cranked up to a level above 12 EVs). There are no notable KOs and such that Ho-oh will avoid with 40ish evs in HP anyway.

This is a solid team. I remember playing against you (I lost because your Ho-oh had that speed creep, mine had 48 EVs -_-). Not much to say, but the lack of countermeasures to entry hazards might be troublesome if you wanna use Ho-oh as a centerpiece of the team. Darkrai handles many early games SR setters from turn 1, so it might not be that much of a problem. I'd put roost > thunder on Latias. Lugia might be a bit annoying but manageable anyway.

Smart Groudon lead. Really like it. Also, consider 56 EVs in speed on Arceus to outspeed Adamant Rayquaza. It prolonges many sweeps in my experience. Good job!
 
It's called speed creep and I'd say it is fairly good to have that amount of EVs to creep other speed creeping base 90 mons (even support mons like Dialga and Groudon are often cranked up to a level above 12 EVs). There are no notable KOs and such that Ho-oh will avoid with 40ish evs in HP anyway.

This is a solid team. I remember playing against you (I lost because your Ho-oh had that speed creep, mine had 48 EVs -_-). Not much to say, but the lack of countermeasures to entry hazards might be troublesome if you wanna use Ho-oh as a centerpiece of the team. Darkrai handles many early games SR setters from turn 1, so it might not be that much of a problem. I'd put roost > thunder on Latias. Lugia might be a bit annoying but manageable anyway.

Smart Groudon lead. Really like it. Also, consider 56 EVs in speed on Arceus to outspeed Adamant Rayquaza. It prolonges many sweeps in my experience. Good job!
I've usually gotten away with a lot less, but maybe that's just the ladder being full of idiots, so you're probably right.
 
I think that if you're using an offensive Latias you should just run Latios because they're both 2HKOd by ScarfOgres Ice Beam after Stealth Rock damage and they can both switch into Waterspout multiple times and scare Kyogre out. Latios also hits quite a bit harder than Latias does and would help against stall teams which your team might have a problem with.

252SpAtk Kyogre (Neutral) Ice Beam vs 100HP/4SpDef Soul Dew Levitate Latias (Neutral): 38% - 44% (124 - 146 HP). Guaranteed 3HKO.

252SpAtk Kyogre (Neutral) Ice Beam vs 0HP/0SpDef Soul Dew Levitate Latios (Neutral): 47% - 55% (142 - 168 HP). Guaranteed 3HKO. 18% chance to 2HKO.

Latios (M) @ Soul Dew Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Dragon Pulse
- Hidden Power [Fire]
- Grass Knot
- Psyshock


I also think you should run Earthquake on Arceus instead of Brick Break because the only thing Brick Break really hits harder is Ferrothorn and he's 2HKOd by both of them. Your Arceus wouldn't take Iron Barbs damage if he used Earthquake instead of Brick Break.

This team is cool and that's all I have to suggest so have a Luvdisc.
 
Yeah but your calcs don't include rocks damage, or the suprise value of a Latias that hits like a truck. I've used Latios, I like Latias better. On paper maybe Latios looks better, but I've probably played over 1000 battles with this team and variations of it and I just prefer Latias. Thunder is must have to hit Genesect on the switch, 30% para is very nice. Kyogre is very prevailant in ubers and thunder just rips through rain teams. A lot of teams don't even pack a thunder resist. Plus there's Lugia. I do want psyshock for Ho-Oh, but I just can't fit it in. I like Grassknot to OHKO Groudon, or if i expect a switch from Kyogre to a ground type. Psyshock only really is for Ho-Oh, it's too weak to hurt vs Chansey.
Just got to no.1 again :) Whoop.
I do sometimes run earthquake over brick break, but it is a toss up. Having SE on other Arceus is nice, and I always seem to be up against some annoying Ferro that is walling my Arceus. But yeah I think that ones def 50/50.
 
Add 1 EV to SDef for Groudon to get an extra point.

Your team is weak to Kyogre. Sure, you have a hard check/counter, but you are missing the vital all-important Roost/Recover. (choose one) I would suggest dropping either Grass Knot or Thunder for Roost. As your team does not look like it will have much difficulty beating sand, and Latias already 2HKOs Groudon with Dragon Pulse, you can use Thunder. Also, shift 4 EVs from SDef to SAtk to gain 2 SAtk for 1 SDef.
 
Nice team.
I feel that you need 252hp/252def on Groudon, as your team doesn't like powerful physical attackers very much, such as Terrakion (especially the double dancer), RP Groudon, and CB Outrages.
Everytime Rayquaza or Zekrom get in safely, you're going to lose one pokemon.
Change also thunder Wave to stone edge, the ability to ko rayquaza after rocks is very important.
You still have a weakness to ho-oh.
Oh, and no rapid spin in a team with ho-oh? :/
 
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