SM Ubers Salvage this if possible please

Hi this is my first thread, so please don't kill me if something's wrong :).
This is the team i used a while ago to climb top 100 in ubers, ending un at 1678 before starting a series of losses that brought me down.
Now with all these pesky Ultra-Necrozmas going around, the team is not doing as well as before, as i only managed to clim to top 300.

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Lax Nature
- Roost
- Draco Meteor
- Body Slam
- Defog

This was the first mon i decided to put in my team. Defensive MegaMence is such a good mon, capable of walling physical Groudon variants even after a Swords Dance boost (Stone Edge deals only 60% at +2), Marshadow lacking hp Ice, and walling physical attackers in general very well. Body Slam is preferred over other moves for the chance of paralysis, Roost for reliability and logevity, Defog is there because as you'll se this team REALLY hates Stealth Rocks. Draco Meteor was formerly Toxic, but seeing how often Zygardes were switching into my Mence, I decided to have a way to deal consistent damage to them, and it also helps vs Ultra-Necrozma.

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Toxic
- Earthquake

Then I added a Choice Banded Ho-oh, mainly because is such a powerhouse. It also helped with its sheer special bulk to better take special hits meant for Mence, mainly Xerneas' Moonblast and Kyogre's Ice Beam, and then retaliate with a super powerful attack. Brave Bird is the strongest move Ho-oh can learn, and it deals a hefty amount of damage, OHKOing Kyogre and doing about 90% to offensive opposing Ho-ohs. Earthquake is there for Groudon, and is useful to hit Mega-Gengar reliably and without taking recoil damage. Sacred Fire is an amazing move and the chance to burn is nasty, also it's the move that hits harder Necrozma-DM, and can OHKO non-bulky variants. Adamant is preferred over Jolly so that Brave Bird can OHKO the likes of Kyogre, and for damage in general.

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Fire Blast
- Hidden Power [Ice]
- Precipice Blades
- Rock Polish

Formerly a defensive Stealth Rocker, Groudon was converted to a special sweeper. This is a giant threat to most teams, which usually expect a Stealth Rocker or a physical version. Fire Blast under the sun hits incredibly hard, and sends to the shadow realm a lot of the metagame that doesn't resist it. Precipice Blades is preferred over Earth Power to hit harder Chansey, to hit hard Necrozma-DM if you suspect it could Ultra Burst, and for good STAB. Hp Ice is useful to hit the two main threats that resist or are immune to the STAB combination, Zygarde and Mega-Salamence. Even without a Rock Polish boost, this is a force to be reckoned with thanks to Groudon's amazing bulk, but after said boost, this thing can easily sweep entire teams, especially if Rocks are up.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Power Whip
- Leech Seed
- Gyro Ball

Aaaand speaking about Rocks, there we have the Rocker. Ferrothorn is amazing in ubers, being a somewhat reliable switchin to Kyogre and Xerneas and an incredible hazard setter. Formerly I used Spikes instead of Rocks, but after Groudon became offensive i decided to switch. Ferrothorn's main role is to check Xerneas, which can otherwise be a problem, and eliminate it with a Gyro Ball that deals 70% to the stag. Focus Blast hurts a lot, especially after a Geomancy boost, but it can't OHKO, and Gyro Ball puts Xerneas in range of Marshadow's Shadow Sneak. This mon can also switch into a water move coming from Kyogre, and deal heavy damage with Power Whip. Leech Seed is there to help Ferro recover some health and to punish switchins in general.

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Judgment
- Toxic
- Recover

Fairyceus is a very important member of the team, because it always counters Yveltal, which would otherwise be a big threat. Helps dealing with Giratina to facilitate a Groudon sweep, and its great againt Marshadow. It kinda struggles vs Necrozma-DM, but the team checks that mon pretty well thanks to Ho-oh and Groudon. Defog is very important for this team, so i decided to put a second Defog on Arceus. Judgment is there to hit hard what Arceus needs to hit hard and for STAB in general. Recover is for longevity and Toxic to punish switchins.

Marshadow @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Tomb
- Spectral Thief
- Shadow Sneak

As the last member of the team I chose a Focus Sash Marshadow. I know it's not the best Marshadow variant out there, but it helps the team a lot with his priority and ability to strike at least once before leaving this world again, 'cause it's a ghost. This mon also helps to deal with E-Killer Arceus, thanks to it's speed and immunity to Extreme Speed. Another thing it takes care of is both Blazikens, and it steals their boosts too, which is amazing. Shadow Sneak is an amazing priority move, and thanks to Technician its power gets boosted by 50%. Spectral Thief is ghost-type strongest attack besides Shadow Force, and the bonus of stealing buffs is huge. Close Combat is Marshadow's strongest STAB. Rock Tomb is preferred over Ice Punch/hp Ice to OHKO Ho-oh.

So this is the team.
It worked pretty well a while ago but now, with the rise of Ultra-Necrozma, things start to complicate. Necrozma-DM can easily get a boost vs my Arceus-Fairy, and then proceeds to Burst, potentially sweeping my team if hazards are up. Another huge threat is special sweeper Groudon, which can make huge holes in the team before going down.
Please save my team guys, if it's salvageable.
 
OK, so immediately I can see that Mega Mence is useless on this team. The only niche it gets over Fairyceus is beating Pdon more reliably, and that is the only thin that it outclasses fairyceus at. All the other Pokemon you mentioned are cheked with it. You could replace this with something like Gira-O for Pdon and you're free to run lots of defense on ferro because it check Kyogre as well. Or, run Nec-DM for checking Xerneas (due to the rare but ever present HP fire. That's all I've got time for sorry. Team also crazy weak to Ho-oh, apart from toxic stalling with fairyceus.
 
Hmm...

At a glance I'd have to say that your team is extremely weak to Rock Polish Necrozma-DM - with Stealth Rock down it can destroy pretty much everything on your team (252+ Atk Necrozma-Dusk-Mane Searing Sunraze Smash vs. 4 HP / 0 Def Ho-Oh: 225-266 (63.5 - 75.1%) -- guaranteed OHKO after Stealth Rock). I would suggest replacing Mega Salamence with Zygarde-Complete - it gives you a check to Necrozma-DM, Primal Groudon, Ho-Oh and really just about any physical attacker.
Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Rest
- Sleep Talk
- Thousand Arrows
- Glare / Dragon Tail / Toxic

Ho-oh itself is fine, it gives you a strong wallbreaker. Primal Groudon's moves are fine, but honestly you don't need to run max speed. 152 EVs is plenty sufficient - lets you outrun Necrozma-DM before boosting, and every notable Scarf user at +2. Also, don't use a Rash nature - it impedes Groudon's ability to check Geomancy Xerneas. Mild nature is usually best, but you could get away with Modest as Primal Groudon's Attack is already so massive it won't make too much of a dent. Ferrothorn is fine, although since you're running max Special Defence you might as well give it a Sassy nature. Arceus Fairy is not a good Defogger - it loses to most of the common hazard setters like Primal Groudon and Necrozma-DM. Therefore, I suggest swapping it out for the Calm Mind set - it gives your team a secondary sweeper that really appreciates Groudon's ability to remove bulky Steel types.
Arceus @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Recover
- Earth Power
Lastly, Focus Sash Marshadow is really bad. It misses a lot of KOs without Life Orb or Bulk Up, and really unless you are a suicide lead then you have no business using a Focus Sash. I would suggest switching Marshadow for Giratina-O, as it provides you with a Defogger and a secondary Primal Groudon check.
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
- Toxic / Will-O-Wisp
- Hex
- Draco Meteor
- Defog

Good luck
 
Hmm...

At a glance I'd have to say that your team is extremely weak to Rock Polish Necrozma-DM - with Stealth Rock down it can destroy pretty much everything on your team (252+ Atk Necrozma-Dusk-Mane Searing Sunraze Smash vs. 4 HP / 0 Def Ho-Oh: 225-266 (63.5 - 75.1%) -- guaranteed OHKO after Stealth Rock). I would suggest replacing Mega Salamence with Zygarde-Complete - it gives you a check to Necrozma-DM, Primal Groudon, Ho-Oh and really just about any physical attacker.
Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Rest
- Sleep Talk
- Thousand Arrows
- Glare / Dragon Tail / Toxic

Ho-oh itself is fine, it gives you a strong wallbreaker. Primal Groudon's moves are fine, but honestly you don't need to run max speed. 152 EVs is plenty sufficient - lets you outrun Necrozma-DM before boosting, and every notable Scarf user at +2. Also, don't use a Rash nature - it impedes Groudon's ability to check Geomancy Xerneas. Mild nature is usually best, but you could get away with Modest as Primal Groudon's Attack is already so massive it won't make too much of a dent. Ferrothorn is fine, although since you're running max Special Defence you might as well give it a Sassy nature. Arceus Fairy is not a good Defogger - it loses to most of the common hazard setters like Primal Groudon and Necrozma-DM. Therefore, I suggest swapping it out for the Calm Mind set - it gives your team a secondary sweeper that really appreciates Groudon's ability to remove bulky Steel types.
Arceus @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Recover
- Earth Power
Lastly, Focus Sash Marshadow is really bad. It misses a lot of KOs without Life Orb or Bulk Up, and really unless you are a suicide lead then you have no business using a Focus Sash. I would suggest switching Marshadow for Giratina-O, as it provides you with a Defogger and a secondary Primal Groudon check.
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
- Toxic / Will-O-Wisp
- Hex
- Draco Meteor
- Defog

Good luck
Thanks, I'm going to try thus version out :)
 
Back
Top